AnimationStats is the base class for animation behavior of GameObjects.
Instance Variables
| Field Name | Type | Initial Value | Description |
|---|---|---|---|
| aerialSpeedAcceleration | Float | -1 |
Air speed acceleration override for this animation. Resorts to default aerialSpeedAcceleration animation stat when set to a negative value. |
| aerialSpeedCap | Float | -1 |
Maximum air speed limit override for this animation. Resorts to default aerialSpeedCap animation stat when set to a negative value. |
| attackId | Int | 0 |
Not to be set directly - unique attackId for the attack |
| autoRotate | Bool | false |
If true, the entity's body rotates to match momentum. |
| bodyStatus | BodyStatus | BodyStatus.NONE |
Override's the BodyStatus of the Entity for the duration of the animation. |
| bodyStatusStrength | Float | 0 |
If BodyStatus is in the DAMAGE_ARMOR, DAMAGE_RESISTANCE, LAUNCH_ARMOR, or LAUNCH_RESISTANCE states, then this controls the damage and velocity thresholds for each respective status. |
| chargeFramesMax | Int | 0 |
Maximum number of frames the animation can be charged for. Setting this value to zero will disable charge incrementing |
| chargeFramesTotal | Int | 0 |
Total number of frames the animation has been charged for |
| endType | AnimationEndType | AnimationEndType.AUTO |
Defines how the engine should handle the completion of this animation @see AnimationEndType |
| grabLimit | Int | 1 |
Limit of the amount of objects that can be grabbed during this animation |
| gravityMultiplier | Float | 1 |
Multiplier that is applied to the object's gravity value |
| groundSpeedAcceleration | Float | -1 |
Ground speed acceleration override for this animation. Resorts to default groundSpeedAcceleration animation stat when set to a negative value. |
| groundSpeedCap | Float | -1 |
Maximum ground speed limit override for this animation. Resorts to default groundSpeedCap animation stat when set to a negative value. |
| immovable | Bool | false |
Immovable animations do not take knockback from windboxes and cannot be pushed by other solid objects, but may still push other movable solid objects. |
| interruptible | Bool | false |
Allows the animation to be counted as a free state. Note that modifying this value directly will bypass any special rules surrounding interruptibility (i.e. IASA that relies on external conditions). |
| landAnimation | String | null |
If non-null, the name of the animation that will be jumped to when the object transitions from air to ground, regardless of landType If null, the engine will use a land animation based on the landType |
| landType | LandType | LandType.NORMAL |
Determines the behavior of the object when it transitions from air to ground. @see: LandType |
| leaveGroundCancel | Bool | false |
If enabled the entity will have their animation canceled if they transition from grounded to aerial. |
| metadata | Dynamic | null |
Metadata passed into the attack |
| name | String | null |
The name of the attack animation. |
| nextAnimation | String | null |
Used in conjunction with AnimationEndType.AUTO. If provided, when the animation ends, the entity's animation will be changed to this value |
| nextState | Int | -1 |
Used in conjunction with AnimationEndType.AUTO. If provided, when the animation ends, the entity's state will be changed to this value |
| pause | Bool | false |
When set to true, animation playback is halted on the current frame. |
| resetId | Bool | true |
When true, the current AnimationStats attackId will be reset on the first frame. |
| resetRotation | Bool | n/a |
When true, the rotation of the object will be reset on the first frame. |
| rotationSpeed | Float | n/a |
When a non-zero value, the object will rotate at the specified speed. Positive values will rotate clockwise, while negative values will rotate counter-clockwise. Note that if the object is flipped horizontally, the direction of the rotation will also be flipped. |
| shadows | Bool | true |
Whether or not to enable shadows on this particular animation |
| slideOff | Bool | false |
Whether or not the character can slide off the edge of a floor. |
| solid | Bool | true |
Set to true and the object will push other solid animations when hurtboxes overlap, unless those objects are immovable or non-solid. |
| storedChargePercent | Float | 0 |
Not to be set directly - tracks the previously stored charge percentage |
| terminalVelocity | Float | -1 |
Terminal velocity override for this animation. Resorts to default terminalVelocity GameObject stat when set to a negative value. |
| xSpeedConservation | Float | 1 |
Percentage of non-KB X Speed kept on frame 1 |
| ySpeedConservation | Float | 1 |
Percentage of non-KB Y Speed kept on frame 1 |