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Paradox-01 (talk | contribs) No edit summary |
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Anyway, to let an character flow from one anim state to another the <ToState> is used. | Anyway, to let an character flow from one anim state to another the <ToState> is used. | ||
Let's say a SBG grenade hit Konoko, TRAMKONOKOblownup1 | Let's say a SBG grenade hit Konoko, the particle damage type is blownup which forces TRAMKONOKOblownup1 to play, meaning she falls to her back. | ||
She is now in state FallenBack and the engine picks up next animation with <FromState>FallenBack. | She is now in state FallenBack and the engine picks up next animation with <FromState>FallenBack. Also, receiving damage puts the character into combat mode so further anims will be of variant Combat. | ||
But if the player gives no input Mai will remain on the ground as <ToState>FallenBack creates a loop. | But if the player gives no input Mai will remain on the ground as <ToState>FallenBack creates a loop. |
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