Game Development Reference
In-Depth Information
Building a weapon animation state
machine
Now that we've built an entire animation state machine system, it's time to build the ASMs
our soldier will use. As the soldier's weapon is the simplest ASM, we'll start there first.
With only five different animations, this is a relatively easy ASM to build.
First, we add each of the states with their corresponding animations and specify whether
the animation is looping or non-looping. Next, we connect each state via transitions. Lastly,
we request a state within the ASM to start playing a looping animation; in this case, this is
the sniper_idle state.
The sniper/submachine gun animation state machine
Note
The reload animation for the weapon only works when the weapon is in its sniper pose.
The ASM must reflect this; otherwise, you will see a noticeable pop on the sniper pose be-
fore the reload animation plays.
Creating the weapon ASM primarily consists of adding each state, the states corresponding
to the animation to play, and creating transitions between existing states.
Sandbox.lua :
require "AnimationStateMachine";
local weaponAsm;
function Sandbox_Initialize(sandbox)
...
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