Game Development Reference
In-Depth Information
weaponAsm = AnimationStateMachine.new();
weaponAsm:AddState(
"smg_idle",
Animation.GetAnimation(weapon, "smg_idle"),
true);
weaponAsm:AddState(
"smg_transform",
Animation.GetAnimation(weapon, "smg_transform"));
weaponAsm:AddState(
"sniper_idle",
Animation.GetAnimation(weapon, "sniper_idle"),
true);
weaponAsm:AddState(
"sniper_reload",
Animation.GetAnimation(weapon, "sniper_reload"));
weaponAsm:AddState(
"sniper_transform",
Animation.GetAnimation(weapon, "sniper_transform"));
-- Add weapon transitions.
local sniperLength = Animation.GetLength(
Animation.GetAnimation(weapon, "sniper_idle"));
local smgLength = Animation.GetLength(
Animation.GetAnimation(weapon, "smg_idle"));
weaponAsm:AddTransition(
"sniper_idle", "sniper_reload", sniperLength, 0.2);
weaponAsm:AddTransition(
"sniper_idle", "sniper_transform", sniperLength,
0.2);
weaponAsm:AddTransition(
"sniper_reload", "sniper_idle", 0.2, 0.2);
weaponAsm:AddTransition(
"sniper_transform", "sniper_idle", 0.2, 0.2);
weaponAsm:AddTransition(
"smg_idle", "smg_transform", smgLength , 0.2);
weaponAsm:AddTransition(
"smg_transform", "smg_idle", 0.2, 0.2);
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