AnimationStats is the base class for animation behavior of GameObjects.
Instance Variables
aerialFriction
Type
Float
Initial Value
-1
Description
Aerial friction override for this animation. Resorts to default aerialFriction GameObject stat when set to a negative value.
aerialSpeedAcceleration
Type
Float
Initial Value
-1
Description
Air speed acceleration override for this animation. Resorts to default aerialSpeedAcceleration GameObject stat when set to a negative value.
aerialSpeedCap
Type
Float
Initial Value
-1
Description
Maximum air speed limit override for this animation. Resorts to default aerialSpeedCap GameObject stat when set to a negative value.
attackId
Type
Int
Initial Value
0
Description
Not to be set directly - unique attackId for the attack
autoRotate
Type
Bool
Initial Value
false
Description
If true, the entity's body rotates to match momentum.
bodyStatus
Type
BodyStatus
Initial Value
BodyStatus.NONE
Description
Override's the BodyStatus of the Entity for the duration of the animation.
bodyStatusStrength
Type
Float
Initial Value
0
Description
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
Type
Int
Initial Value
0
Description
Maximum number of frames the animation can be charged for. Setting this value to zero will disable charge incrementing
chargeFramesTotal
Type
Int
Initial Value
0
Description
Total number of frames the animation has been charged for
colorAdjustableBodyStatuses
Type
BodyStatus
Initial Value
BodyStatus.ALL
Description
Chooses which body statuses are allowed to change the GameObject color.
endType
Type
AnimationEndType
Initial Value
AnimationEndType.AUTO
Description
Defines how the engine should handle the completion of this animation @see AnimationEndType
friction
Type
Float
Initial Value
-1
Description
Ground friction override for this animation. Resorts to GameObject friction stat when set to a negative value.
grabLimit
Type
Int
Initial Value
1
Description
Limit of the amount of objects that can be grabbed during this animation
gravityMultiplier
Type
Float
Initial Value
1
Description
Multiplier that is applied to the object's gravity value
groundSpeedAcceleration
Type
Float
Initial Value
-1
Description
Ground speed acceleration override for this animation. Resorts to default groundSpeedAcceleration GameObject stat when set to a negative value.
groundSpeedCap
Type
Float
Initial Value
-1
Description
Maximum ground speed limit override for this animation. Resorts to default groundSpeedCap GameObject stat when set to a negative value.
immovable
Type
Bool
Initial Value
false
Description
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
Type
Bool
Initial Value
false
Description
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
Type
String
Initial Value
null
Description
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
Type
LandType
Initial Value
LandType.NORMAL
Description
Determines the behavior of the object when it transitions from air to ground. @see: LandType
leaveGroundCancel
Type
Bool
Initial Value
true
Description
If enabled the entity will have their animation canceled if they transition from grounded to aerial. @deprecated Characters can use leaveGroundType instead
metadata
Type
Dynamic
Initial Value
null
Description
Metadata passed into the attack
name
Type
String
Initial Value
null
Description
The name of the attack animation.
nextAnimation
Type
String
Initial Value
null
Description
Used in conjunction with AnimationEndType.AUTO. If provided, when the animation ends, the entity's animation will be changed to this value
nextState
Type
Int
Initial Value
-1
Description
Used in conjunction with AnimationEndType.AUTO. If provided, when the animation ends, the entity's state will be changed to this value
pause
Type
Bool
Initial Value
false
Description
When set to true, animation playback is halted on the current frame.
resetId
Type
Bool
Initial Value
true
Description
When true, the current AnimationStats attackId will be reset on the first frame.
resetRotation
Type
Bool
Initial Value
n/a
Description
When true, the rotation of the object will be reset on the first frame.
rotationSpeed
Type
Float
Initial Value
n/a
Description
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
Type
Bool
Initial Value
true
Description
Whether or not to enable shadows on this particular animation
slideOff
Type
Bool
Initial Value
false
Description
Whether or not the character can slide off the edge of a floor.
solid
Type
Bool
Initial Value
true
Description
Set to true and the object will push other solid animations when hurtboxes overlap, unless those objects are immovable or non-solid.
storedChargePercent
Type
Float
Initial Value
0
Description
Not to be set directly - tracks the previously stored charge percentage
terminalVelocity
Type
Float
Initial Value
-1
Description
Terminal velocity override for this animation. Resorts to default terminalVelocity GameObject stat when set to a negative value.
xSpeedConservation
Type
Float
Initial Value
1
Description
Percentage of non-KB X Speed kept on frame 1
ySpeedConservation
Type
Float
Initial Value
1
Description
Percentage of non-KB Y Speed kept on frame 1