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Gita Assets

Directional Combat System - AI & RPG

Directional Combat System - AI & RPG · Unity 模版 · Preview 1

Asset description

Looking to add dynamic, Mount & Blade-style directional combat with Horses and RPG mechanics (Dialogue, Quests, Interactables, Vendor) to your game? This complete framework enables you to easily create complex melee and ranged combat, AI for Melee and Ranged Combat aswell as full RPG features like quests, dialogues and inventories. Important! This asset is a combat and RPG framework. Models and animations shown in the trailer are not included. The system is designed so you can easily replace all included placeholder models and animations with your own content. Try the Playable Demo (Pc and Mobile) which shows all included assets: Demo Build – Shows All Included Scenes A third‑person and a first‑person example are part of the package. Video Tutorials | Documentation | Discord Directional Melee Combat (Up, Down, Left, Right) Rideable Horses for both the Player and AI Melee Weapons with IK Archery & Ranged Combat with Charge Mechanics Shield & Block Systems Frame‑Perfect Physical Hit Detection Smart AI with directional attacks & blocks Lock onto Enemies Faction System (Enemies, Neutral) Wave Spawner for Arenas & Sieges Inventory & Equipment Manager Main‑hand, Off‑hand & Modular Armor Slots Consumables & Loot Drops Dialogue System Quest System with Stage Progression Dynamic World Events Merchant & Shop System World Interaction System (Doors, Chests, etc.) Mobile Input Included ThirdPerson and FirstPerson mode Save / Load Inventory and Gold Mana and Magic Weapons Here is what is included in detail: DIRECTIONAL COMBAT & HIT DETECTION 4‑Way Combat: Tactical attack/block system (Up/Down/Left/Right) Flawless Hitboxes: Frame‑perfect Sweep/BoxCast detection prevents tunneling Advanced Defense: Shields with durability, stamina costs, guard breaks, and perfect‑block windows RANGED WARFARE Complete Bow System: Charge mechanics, projectile spawning, ammo tracking Magic System: Mana Pool with Mana Potions, Area Damage ADVANCED AI & FACTIONS Intelligent Combat AI: Chooses attack direction, blocks dynamically, strafes, can Ride Horses Configurable Behaviors: Waypoint patrols, arena seekers, idle guards Faction Ecosystem: Enemies fight each other or team up Wave Spawner: Perfect for arenas, sieges, or dynamic encounters RPG FOUNDATION Quests & Dialogues: Branching dialogue trees based on quest stages World Events: Trigger spawns, open doors, change NPC behavior, etc Inventory & Modular Armor: Main‑hand, off‑hand, armor pieces, consumables Economy: Merchants with buy/sell logic Interactables: Doors, chests, loot, and more HORSES Player can mount and dismount Horses AI can spawn on a Horse Horses and Riders (Player and AI) have their own Health (On horse death the rider can either also die or geht thrown of, on rider death the horse can still be used) Horses do trample damage AI charges trough the Enemy SHARED CORE SYSTEM Player and AI are built on identical movement, health, and combat components. Only the input layer differs, making the system highly maintainable and easy to customize. ONE-CLICK EDITOR SETUP & WORKFLOW No Coding Required: Create weapons, items, quests, dialogues, and AI profiles via ScriptableObjects Setup Wizards: Initialize players, NPCs, and weapons in seconds Unity Events: Easily connect VFX, SFX, camera shakes, UI updates, and more Note: Models and animations shown in promotional material are not included. This asset focuses on systems and gameplay logic, not high‑end animation content (as i am a coder not a 3D artist) Everything that is included can be seen here: Demo Build – Shows All Included Scenes Core Combat System Directional Melee Combat: 4-way attack and block system (Up, Down, Left, Right) with physical weapon-clash detection. Advanced Defense: Support for shields with durability, perfect blocks, and guard-break mechanics. Ranged Combat: Fully integrated archery and projectile system with charge mechanics and ammo tracking. Physical Hit Detection: Frame-perfect sweep/BoxCast hitboxes to prevent "ghost swings" and tunneling. AI & Ecosystem AI Controllers: Configurable AI behaviors including patrolling, arena seeking and smart directional blocking/attacking. Faction System: Define relationships (Enemies, Neutral) that govern how AI reacts to the player and each other. Wave Spawner: Built-in spawning system perfect for arena modes, sieges or dynamic world encounters. RPG Inventory & Equipment: Fully functional inventory system with main-hand, off-hand, armor slots and generic items (Health potion, quest items...) Shop & Economy: Ready-to-use merchant systems for buying and selling items. Quests & Dialogues: Talk with NPCs trough the dialogue system, accept quests and progress your game's narrative seamlessly. Setup different dialogues based on your quests stages (eg just dialogue, quest giving, during quest, quest finished, after quest) World Events: Let the world feel alive by calling events based on quests progresses Interaction System: Generic interaction logic for loot drops, doors and world objects. Architecture & Workflow Scriptable Object Driven: Easily create new weapons, items, Qeusts, Dialogie and AI profiles without writing a single line of code. Unity Event Integration: Hook up custom visual effects, sounds, or UI updates effortlessly via the inspector. Custom Editor Tools: Streamlined setup wizards to initialize players, NPCs, and weapons in seconds, eliminating manual component-clutter. Mobile Support: Includes a premade mobile controller

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