Game Development Reference
In-Depth Information
-- Request a default looping state in both animation
state
-- machines.
_soldierAsm:RequestState(
Soldier.SoldierStates.STAND_RUN_FORWARD);
_weaponAsm:RequestState(Soldier.WeaponStates.SMG_IDLE);
-- Attach the weapon model after the animation state
machines
-- have been created.
Soldier_AttachWeapon(_soldier, weapon);
weapon = nil;
end
function Agent_Update(agent, deltaTimeInMillis)
end
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