Hello everyone!
I will submit the weekly report early because I have to deal with visitors this week.
Let's check the progress!

In fighting games that compete for one frame, it is important that the processing performed in one frame is accurate. Previous demos could not be said to have an accurate processing flow, such as a bug that caused the collision detection to disappear irregularly, and the character's coordinate movement processing was divided into multiple classes. I worked on these solutions this week, and it was more difficult than I imagined.
If you use unity's animation function as it is, the result will be different even if you do the same operation. Because the timeline in unity is non-deterministic, we need to force it to be deterministic. Therefore, I gave up the method of normal playback in unity and changed to the method of specifying the stop point of the timeline for each frame.
The roles of the three main classes, playerState, BattleManager, and MoveUpdate, were ambiguous and the processing flow was complicated. Therefore, we clarified each role and reconstructed the processing flow.
Character state switching was done in various classes, but since the state priority was unclear, I focused on playerState. State handling has also been integrated into the MoveType class.
Until now, other classes have moved at their own timing, but the time series of situational changes has been complicated. The BattleManager class is responsible for all chronological processing. This makes it easier to see what works in what order.
The moveUpdate class is responsible for all the work that actually happens per character state. For example, the coordinate movement in the air was playerState, the coordinate movement on the ground was moveUpadate, and the coordinate movement when the opponent was captured was Battlemanager. All such coordinate movement processing has been integrated into Moveupdate.

Did you have a hard time scrolling to see this image? It's actually longer!
Previously, each character had one unique list to manage their actions. This way, if you change a character-wide action such as jumping, you'll have to update all character lists with the same value. It's very wasteful.So I decided to create four separate lists for unique actions and common actions.

As a result, the list is so short. No more scrolling! Less bugs!
These major mods introduced a ton of bugs. Bug fixing takes longer. Here are just a few of the features that have been reworked.
There are still a few bugs left, but I was able to remove most of them. A good interpretation is that the current program was so complicated and wasteful.
Honestly to say, I really wanted to implement the loading screen this week.😭
That's all today.
Have a nice day!