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Created September 22, 2016 07:17
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function init(self)
-- BEGIN STATE DATA
local states = {}
states.AbeStandToWalk = {
NextAnimation ='AbeWalking',
NextAnimationFrameIndex = 0,
FlipX = false,
SnapToGrid = false,
UseVelocityX = false,
XSpeed=2.777771,
YSpeed=0
}
states.AbeWalking = {
NextAnimation ='',
NextAnimationFrameIndex = 0,
FlipX = false,
SnapToGrid = false,
UseVelocityX = false,
XSpeed=2.777771,
YSpeed=0
}
states.AbeWalking.Sounds = {}
states.AbeWalking.Sounds[4] = {
'FOOTSTEP',
}
states.AbeWalking.Sounds[14] = {
'FOOTSTEP',
}
states.AbeWalking.Conditions = {}
states.AbeWalking.Conditions[0] = {
AnyTime = true,
AtFrames = {
11,
2,
},
FlipX = false,
TargetAnimation ='AbeStandToFallingFromTrapDoor',
TargetAnimationFrameIndex=0,
Conditions = {
OnGround = false,
},
}
states.AbeWalking.Conditions[1] = {
AnyTime = false,
AtFrames = {
2,
11,
},
FlipX = false,
TargetAnimation ='AbeWalkingToRunningMidGrid',
TargetAnimationFrameIndex=0,
Conditions = {
Running = true,
RunOtherDirection = false,
},
}
states.AbeWalking.Conditions[2] = {
AnyTime = false,
AtFrames = {
2,
},
FlipX = false,
TargetAnimation ='AbeWalkToStand',
TargetAnimationFrameIndex=0,
Conditions = {
Walking = false,
},
}
states.AbeWalking.Conditions[3] = {
AnyTime = false,
AtFrames = {
11,
},
FlipX = false,
TargetAnimation ='AbeWalkToStandMidGrid',
TargetAnimationFrameIndex=0,
Conditions = {
Walking = false,
},
}
states.AbeWalking.Conditions[4] = {
AnyTime = false,
AtFrames = {
2,
},
FlipX = false,
TargetAnimation ='AbeWalkToStand',
TargetAnimationFrameIndex=0,
Conditions = {
WalkOtherDirection = true,
},
}
states.AbeWalking.Conditions[5] = {
AnyTime = false,
AtFrames = {
11,
},
FlipX = false,
TargetAnimation ='AbeWalkToStandMidGrid',
TargetAnimationFrameIndex=0,
Conditions = {
WalkOtherDirection = true,
},
}
states.AbeStandTurnAround = {
NextAnimation ='AbeStandIdle',
NextAnimationFrameIndex = 0,
FlipX = true,
SnapToGrid = false,
UseVelocityX = false,
XSpeed=0,
YSpeed=0
}
states.AbeStandTurnAround.Sounds = {}
states.AbeStandTurnAround.Sounds[1] = {
'GRAVEL_SMALL',
}
states.AbeStandTurnAround.Conditions = {}
states.AbeStandTurnAround.Conditions[0] = {
AnyTime = false,
AtFrames = {
4,
},
FlipX = true,
TargetAnimation ='AbeStandTurnAroundToRunning',
TargetAnimationFrameIndex=0,
Conditions = {
RunOtherDirection = true,
},
}
states.AbeStandIdle = {
NextAnimation ='',
NextAnimationFrameIndex = 0,
FlipX = false,
SnapToGrid = true,
UseVelocityX = false,
XSpeed=0,
YSpeed=0
}
states.AbeStandIdle.Conditions = {}
states.AbeStandIdle.Conditions[0] = {
AnyTime = true,
FlipX = false,
TargetAnimation ='AbeStandToCrouch',
TargetAnimationFrameIndex=0,
Conditions = {
SitDown = true,
},
}
states.AbeStandIdle.Conditions[1] = {
AnyTime = true,
FlipX = false,
TargetAnimation ='AbeStandToWalk',
TargetAnimationFrameIndex=0,
Conditions = {
Walking = true,
WalkOtherDirection = false,
},
}
states.AbeStandIdle.Conditions[2] = {
AnyTime = true,
FlipX = false,
TargetAnimation ='AbeStandToRun',
TargetAnimationFrameIndex=0,
Conditions = {
Running = true,
RunOtherDirection = false,
},
}
states.AbeStandIdle.Conditions[3] = {
AnyTime = true,
FlipX = false,
TargetAnimation ='AbeStandTurnAround',
TargetAnimationFrameIndex=0,
Conditions = {
WalkOtherDirection = true,
},
}
states.AbeStandIdle.Conditions[4] = {
AnyTime = true,
FlipX = false,
TargetAnimation ='AbeStandTurnAround',
TargetAnimationFrameIndex=0,
Conditions = {
RunOtherDirection = true,
},
}
states.AbeStandIdle.Conditions[5] = {
AnyTime = true,
FlipX = false,
TargetAnimation ='AbeStandToHop',
TargetAnimationFrameIndex=0,
Conditions = {
Hopping = true,
},
}
states.AbeStandIdle.Conditions[6] = {
AnyTime = true,
FlipX = false,
TargetAnimation ='AbeStandToJump',
TargetAnimationFrameIndex=0,
Conditions = {
StandUp = true,
},
}
states.AbeWalkToStandMidGrid = {
NextAnimation ='AbeStandIdle',
NextAnimationFrameIndex = 0,
FlipX = false,
SnapToGrid = true,
UseVelocityX = false,
XSpeed=2.777771,
YSpeed=0
}
states.AbeWalkToStandMidGrid.Sounds = {}
states.AbeWalkToStandMidGrid.Sounds[2] = {
'FOOTSTEP',
}
states.AbeWalkToStandMidGrid.Conditions = {}
states.AbeWalkToStandMidGrid.Conditions[0] = {
AnyTime = true,
FlipX = false,
TargetAnimation ='AbeStandToFallingFromTrapDoor',
TargetAnimationFrameIndex=0,
Conditions = {
OnGround = false,
},
}
states.AbeWalkToStand = {
NextAnimation ='AbeStandIdle',
NextAnimationFrameIndex = 0,
FlipX = false,
SnapToGrid = true,
UseVelocityX = false,
XSpeed=2.777771,
YSpeed=0
}
states.AbeStandTurnAroundToRunning = {
NextAnimation ='AbeRunning',
NextAnimationFrameIndex = 0,
FlipX = false,
SnapToGrid = false,
UseVelocityX = false,
XSpeed=0,
YSpeed=0
}
states.AbeRunning = {
NextAnimation ='',
NextAnimationFrameIndex = 0,
FlipX = false,
SnapToGrid = false,
UseVelocityX = false,
XSpeed=6.25,
YSpeed=0
}
states.AbeRunning.Sounds = {}
states.AbeRunning.Sounds[4] = {
'FOOTSTEP_RUN',
}
states.AbeRunning.Sounds[12] = {
'FOOTSTEP_RUN',
}
states.AbeRunning.Conditions = {}
states.AbeRunning.Conditions[0] = {
AnyTime = true,
FlipX = false,
TargetAnimation ='AbeRunningOffEdge',
TargetAnimationFrameIndex=0,
Conditions = {
OnGround = false,
},
}
states.AbeRunning.Conditions[1] = {
AnyTime = false,
AtFrames = {
4,
12,
},
FlipX = false,
TargetAnimation ='AbeRunningToSkidTurn',
TargetAnimationFrameIndex=0,
Conditions = {
RunOtherDirection = true,
},
}
states.AbeRunning.Conditions[2] = {
AnyTime = false,
AtFrames = {
4,
12,
},
FlipX = false,
TargetAnimation ='AbeRunningToSkidTurn',
TargetAnimationFrameIndex=0,
Conditions = {
WalkOtherDirection = true,
},
}
states.AbeRunning.Conditions[3] = {
AnyTime = false,
AtFrames = {
12,
4,
},
FlipX = false,
TargetAnimation ='AbeRunningSkidStop',
TargetAnimationFrameIndex=0,
Conditions = {
Walking = false,
Running = false,
},
}
states.AbeRunning.Conditions[4] = {
AnyTime = false,
AtFrames = {
12,
4,
},
FlipX = false,
TargetAnimation ='AbeRunningToWalkingMidGrid',
TargetAnimationFrameIndex=0,
Conditions = {
Walking = true,
WalkOtherDirection = false,
},
}
states.AbeRunning.Conditions[5] = {
AnyTime = false,
AtFrames = {
12,
4,
},
FlipX = false,
TargetAnimation ='AbeRunningToRoll',
TargetAnimationFrameIndex=0,
Conditions = {
SitDown = true,
},
}
states.AbeRunning.Conditions[6] = {
AnyTime = false,
AtFrames = {
12,
4,
},
FlipX = false,
TargetAnimation ='AbeRuningToJump',
TargetAnimationFrameIndex=0,
Conditions = {
Hopping = true,
},
}
states.AbeRunningSkidStop = {
NextAnimation ='AbeStandIdle',
NextAnimationFrameIndex = 0,
FlipX = false,
SnapToGrid = false,
UseVelocityX = true,
XSpeed=6.25,
YSpeed=0
}
states.AbeRunningSkidStop.Sounds = {}
states.AbeRunningSkidStop.Sounds[0] = {
'GRAVEL_LOUD',
}
states.AbeRunningSkidStop.Sounds[15] = {
'FOOTSTEP',
}
states.AbeStandToRun = {
NextAnimation ='',
NextAnimationFrameIndex = 0,
FlipX = false,
SnapToGrid = false,
UseVelocityX = false,
XSpeed=6.25,
YSpeed=0
}
states.AbeStandToRun.Conditions = {}
states.AbeStandToRun.Conditions[0] = {
AnyTime = true,
FlipX = false,
TargetAnimation ='AbeRunningOffEdge',
TargetAnimationFrameIndex=0,
Conditions = {
OnGround = false,
},
}
states.AbeStandToRun.Conditions[1] = {
AnyTime = true,
FlipX = false,
TargetAnimation ='AbeRunning',
TargetAnimationFrameIndex=0,
Conditions = {
OnGround = true,
},
}
states.AbeRunningToSkidTurn = {
NextAnimation ='AbeRunningTurnAroundToWalk',
NextAnimationFrameIndex = 0,
FlipX = false,
SnapToGrid = false,
UseVelocityX = true,
XSpeed=6.25,
YSpeed=0
}
states.AbeRunningToSkidTurn.Sounds = {}
states.AbeRunningToSkidTurn.Sounds[3] = {
'GRAVEL_LOUD',
}
states.AbeRunningToSkidTurn.Conditions = {}
states.AbeRunningToSkidTurn.Conditions[0] = {
AnyTime = false,
FlipX = true,
TargetAnimation ='AbeRunning',
TargetAnimationFrameIndex=0,
Conditions = {
Running = true,
},
}
states.AbeRunningTurnAroundToWalk = {
NextAnimation ='AbeWalking',
NextAnimationFrameIndex = 0,
FlipX = true,
SnapToGrid = false,
UseVelocityX = false,
XSpeed=0,
YSpeed=0
}
states.AbeStandToHop = {
NextAnimation ='AbeHopping',
NextAnimationFrameIndex = 0,
FlipX = false,
SnapToGrid = false,
UseVelocityX = false,
XSpeed=0,
YSpeed=0
}
states.AbeStandToHop.Conditions = {}
states.AbeStandToHop.Conditions[0] = {
AnyTime = false,
AtFrames = {
9,
},
FlipX = false,
TargetAnimation ='AbeHopping',
TargetAnimationFrameIndex=10,
}
states.AbeHopping = {
NextAnimation ='AbeHoppingToStand',
NextAnimationFrameIndex = 0,
FlipX = false,
SnapToGrid = false,
UseVelocityX = false,
XSpeed=14,
YSpeed=0
}
states.AbeHoppingToStand = {
NextAnimation ='AbeStandIdle',
NextAnimationFrameIndex = 0,
FlipX = false,
SnapToGrid = true,
UseVelocityX = false,
XSpeed=0,
YSpeed=0
}
states.AbeHoppingToStand.Sounds = {}
states.AbeHoppingToStand.Sounds[1] = {
'HOP',
}
states.AbeHoppingToStand.Conditions = {}
states.AbeHoppingToStand.Conditions[0] = {
AnyTime = false,
AtFrames = {
3,
},
FlipX = false,
TargetAnimation ='AbeStandToHop',
TargetAnimationFrameIndex=6,
Conditions = {
Hopping = true,
},
}
states.AbeStandToCrouch = {
NextAnimation ='AbeCrouchIdle',
NextAnimationFrameIndex = 0,
FlipX = false,
SnapToGrid = false,
UseVelocityX = false,
XSpeed=0,
YSpeed=0
}
states.AbeCrouchIdle = {
NextAnimation ='',
NextAnimationFrameIndex = 0,
FlipX = false,
SnapToGrid = true,
UseVelocityX = false,
XSpeed=0,
YSpeed=0
}
states.AbeCrouchIdle.Conditions = {}
states.AbeCrouchIdle.Conditions[0] = {
AnyTime = true,
FlipX = false,
TargetAnimation ='AbeCrouchTurnAround',
TargetAnimationFrameIndex=0,
Conditions = {
WalkOtherDirection = true,
},
}
states.AbeCrouchIdle.Conditions[1] = {
AnyTime = true,
FlipX = false,
TargetAnimation ='AbeCrouchTurnAround',
TargetAnimationFrameIndex=0,
Conditions = {
RunOtherDirection = true,
},
}
states.AbeCrouchIdle.Conditions[2] = {
AnyTime = true,
FlipX = false,
TargetAnimation ='AbeCrouchToStand',
TargetAnimationFrameIndex=0,
Conditions = {
StandUp = true,
},
}
states.AbeCrouchIdle.Conditions[3] = {
AnyTime = true,
FlipX = false,
TargetAnimation ='AbeCrouchToRoll',
TargetAnimationFrameIndex=0,
Conditions = {
Running = true,
},
}
states.AbeCrouchIdle.Conditions[4] = {
AnyTime = true,
FlipX = false,
TargetAnimation ='AbeCrouchToRoll',
TargetAnimationFrameIndex=0,
Conditions = {
Walking = true,
},
}
states.AbeCrouchToRoll = {
NextAnimation ='AbeRolling',
NextAnimationFrameIndex = 0,
FlipX = false,
SnapToGrid = false,
UseVelocityX = false,
XSpeed=6.25,
YSpeed=0
}
states.AbeRolling = {
NextAnimation ='',
NextAnimationFrameIndex = 0,
FlipX = false,
SnapToGrid = false,
UseVelocityX = false,
XSpeed=6.25,
YSpeed=0
}
states.AbeRolling.Sounds = {}
states.AbeRolling.Sounds[0] = {
'ROLL',
}
states.AbeRolling.Sounds[6] = {
'ROLL',
}
states.AbeRolling.Conditions = {}
states.AbeRolling.Conditions[0] = {
AnyTime = true,
FlipX = false,
TargetAnimation ='AbeRollingToFalling',
TargetAnimationFrameIndex=0,
Conditions = {
OnGround = false,
},
}
states.AbeRolling.Conditions[1] = {
AnyTime = false,
FlipX = false,
TargetAnimation ='AbeStandToRun',
TargetAnimationFrameIndex=0,
Conditions = {
Running = true,
RunOtherDirection = false,
},
}
states.AbeRolling.Conditions[2] = {
AnyTime = false,
AtFrames = {
1,
5,
},
FlipX = false,
TargetAnimation ='AbeCrouchIdle',
TargetAnimationFrameIndex=0,
Conditions = {
Walking = false,
Running = false,
},
}
states.AbeRolling.Conditions[3] = {
AnyTime = false,
AtFrames = {
1,
5,
},
FlipX = false,
TargetAnimation ='AbeCrouchIdle',
TargetAnimationFrameIndex=0,
Conditions = {
WalkOtherDirection = true,
},
}
states.AbeRolling.Conditions[4] = {
AnyTime = false,
AtFrames = {
1,
5,
},
FlipX = false,
TargetAnimation ='AbeCrouchIdle',
TargetAnimationFrameIndex=0,
Conditions = {
RunOtherDirection = true,
},
}
states.AbeCrouchToStand = {
NextAnimation ='AbeStandIdle',
NextAnimationFrameIndex = 0,
FlipX = false,
SnapToGrid = false,
UseVelocityX = false,
XSpeed=0,
YSpeed=0
}
states.AbeCrouchTurnAround = {
NextAnimation ='AbeCrouchIdle',
NextAnimationFrameIndex = 0,
FlipX = true,
SnapToGrid = false,
UseVelocityX = false,
XSpeed=0,
YSpeed=0
}
states.AbeWalkingToRunningMidGrid = {
NextAnimation ='AbeRunning',
NextAnimationFrameIndex = 0,
FlipX = false,
SnapToGrid = false,
UseVelocityX = false,
XSpeed=6.25,
YSpeed=0
}
states.AbeRunningToWalkingMidGrid = {
NextAnimation ='AbeWalking',
NextAnimationFrameIndex = 9,
FlipX = false,
SnapToGrid = false,
UseVelocityX = false,
XSpeed=2.777771,
YSpeed=0
}
states.AbeRunningToRoll = {
NextAnimation ='AbeRolling',
NextAnimationFrameIndex = 0,
FlipX = false,
SnapToGrid = false,
UseVelocityX = false,
XSpeed=6.25,
YSpeed=0
}
states.AbeRuningToJump = {
NextAnimation ='AbeRunningJumpInAir',
NextAnimationFrameIndex = 0,
FlipX = false,
SnapToGrid = false,
UseVelocityX = false,
XSpeed=6.25,
YSpeed=0
}
states.AbeRunningJumpInAir = {
NextAnimation ='AbeFreeFallToLand',
NextAnimationFrameIndex = 0,
FlipX = false,
SnapToGrid = false,
UseVelocityX = false,
XSpeed=7.599991,
YSpeed=9.599991
}
states.AbeRunningJumpInAir.Conditions = {}
states.AbeRunningJumpInAir.Conditions[0] = {
AnyTime = false,
AtFrames = {
7,
8,
9,
10,
},
FlipX = false,
TargetAnimation ='AbeFallingToLand',
TargetAnimationFrameIndex=0,
Conditions = {
OnGround = true,
},
}
states.AbeFallingToLand = {
NextAnimation ='AbeRunningSkidStop',
NextAnimationFrameIndex = 0,
FlipX = false,
SnapToGrid = false,
UseVelocityX = false,
XSpeed=0.355469,
YSpeed=0
}
states.AbeFallingToLand.Sounds = {}
states.AbeFallingToLand.Sounds[0] = {
'HOP',
}
states.AbeFallingToLand.Conditions = {}
states.AbeFallingToLand.Conditions[0] = {
AnyTime = false,
FlipX = false,
TargetAnimation ='AbeRunning',
TargetAnimationFrameIndex=0,
Conditions = {
Running = true,
},
}
states.AbeFallBackStanding = {
NextAnimation ='AbeCrouchFallBack',
NextAnimationFrameIndex = 0,
FlipX = false,
SnapToGrid = true,
UseVelocityX = false,
XSpeed=0,
YSpeed=0
}
states.AbeFallBackStanding.Sounds = {}
states.AbeFallBackStanding.Sounds[0] = {
'KNOCKBACK',
'VOICE_HURT',
}
states.AbeFallBackStanding.Sounds[7] = {
'KNOCKBACK',
}
states.AbeCrouchFallBack = {
NextAnimation ='AbeStandIdle',
NextAnimationFrameIndex = 0,
FlipX = false,
SnapToGrid = false,
UseVelocityX = false,
XSpeed=0,
YSpeed=0
}
states.AbeStandToJump = {
NextAnimation ='AbeJumpUpFalling',
NextAnimationFrameIndex = 0,
FlipX = false,
SnapToGrid = false,
UseVelocityX = false,
XSpeed=0,
YSpeed=0
}
states.AbeHitGroundToStand = {
NextAnimation ='AbeStandIdle',
NextAnimationFrameIndex = 0,
FlipX = false,
SnapToGrid = false,
UseVelocityX = false,
XSpeed=0,
YSpeed=0
}
states.AbeHitGroundToStand.Sounds = {}
states.AbeHitGroundToStand.Sounds[0] = {
'HOP',
}
states.AbeJumpUpFalling = {
NextAnimation ='AbeJumpUpFalling',
NextAnimationFrameIndex = 6,
FlipX = false,
SnapToGrid = false,
UseVelocityX = false,
XSpeed=0,
YSpeed=0
}
states.AbeJumpUpFalling.Conditions = {}
states.AbeJumpUpFalling.Conditions[0] = {
AnyTime = true,
FlipX = false,
TargetAnimation ='AbeHitGroundToStand',
TargetAnimationFrameIndex=0,
Conditions = {
OnGround = true,
},
}
states.AbeHoistDangling = {
NextAnimation ='',
NextAnimationFrameIndex = 0,
FlipX = false,
SnapToGrid = false,
UseVelocityX = false,
XSpeed=0,
YSpeed=0
}
states.AbeHoistDangling.Conditions = {}
states.AbeHoistDangling.Conditions[0] = {
AnyTime = true,
FlipX = false,
TargetAnimation ='AbeHoistPullSelfUp',
TargetAnimationFrameIndex=0,
Conditions = {
StandUp = true,
},
}
states.AbeHoistPullSelfUp = {
NextAnimation ='AbeStandIdle',
NextAnimationFrameIndex = 0,
FlipX = false,
SnapToGrid = false,
UseVelocityX = false,
XSpeed=0,
YSpeed=0
}
states.AbeHoistPullSelfUp.Sounds = {}
states.AbeHoistPullSelfUp.Sounds[2] = {
'VOICE_GRUNT',
}
states.AbeStandPushWall = {
NextAnimation ='AbeStandIdle',
NextAnimationFrameIndex = 0,
FlipX = false,
SnapToGrid = false,
UseVelocityX = false,
XSpeed=0,
YSpeed=0
}
states.AbeFreeFallToLand = {
NextAnimation ='AbeFreeFallToLand',
NextAnimationFrameIndex = 1,
FlipX = false,
SnapToGrid = false,
UseVelocityX = true,
XSpeed=0,
YSpeed=0
}
states.AbeFreeFallToLand.Conditions = {}
states.AbeFreeFallToLand.Conditions[0] = {
AnyTime = true,
FlipX = false,
TargetAnimation ='AbeHitGroundToStand',
TargetAnimationFrameIndex=0,
Conditions = {
OnGround = true,
},
}
states.AbeHoistSwinging = {
NextAnimation ='AbeHoistDangling',
NextAnimationFrameIndex = 0,
FlipX = false,
SnapToGrid = false,
UseVelocityX = false,
XSpeed=0,
YSpeed=0
}
states.AbeHoistSwinging.Sounds = {}
states.AbeHoistSwinging.Sounds[0] = {
'VOICE_EDGE_RUN_GRAB',
}
states.AbeHoistSwinging.Conditions = {}
states.AbeHoistSwinging.Conditions[0] = {
AnyTime = true,
FlipX = false,
TargetAnimation ='AbeHoistPullSelfUp',
TargetAnimationFrameIndex=0,
Conditions = {
StandUp = true,
},
}
states.AbeStandToChant = {
NextAnimation ='',
NextAnimationFrameIndex = 0,
FlipX = false,
SnapToGrid = false,
UseVelocityX = false,
XSpeed=0,
YSpeed=0
}
states.AbeChantToStand = {
NextAnimation ='AbeStandIdle',
NextAnimationFrameIndex = 0,
FlipX = false,
SnapToGrid = false,
UseVelocityX = false,
XSpeed=0,
YSpeed=0
}
states.AbeStandSpeak2 = {
NextAnimation ='AbeStandIdle',
NextAnimationFrameIndex = 0,
FlipX = false,
SnapToGrid = false,
UseVelocityX = false,
XSpeed=0,
YSpeed=0
}
states.AbeStandingSpeak4 = {
NextAnimation ='AbeStandIdle',
NextAnimationFrameIndex = 0,
FlipX = false,
SnapToGrid = false,
UseVelocityX = false,
XSpeed=0,
YSpeed=0
}
states.AbeStandToFallingFromTrapDoor = {
NextAnimation ='AbeFreeFallToLand',
NextAnimationFrameIndex = 0,
FlipX = false,
SnapToGrid = false,
UseVelocityX = true,
XSpeed=2.777771,
YSpeed=0
}
states.AbeHitGroundToStand = {
NextAnimation ='AbeStandIdle',
NextAnimationFrameIndex = 0,
FlipX = false,
SnapToGrid = false,
UseVelocityX = false,
XSpeed=0,
YSpeed=0
}
states.AbeHitGroundToStand.Sounds = {}
states.AbeHitGroundToStand.Sounds[0] = {
'HOP',
'VOICE_LANDING',
}
states.AbeRollingToFalling = {
NextAnimation ='AbeFreeFallToLand',
NextAnimationFrameIndex = 0,
FlipX = false,
SnapToGrid = false,
UseVelocityX = false,
XSpeed=0,
YSpeed=0
}
states.AbeRunningOffEdge = {
NextAnimation ='',
NextAnimationFrameIndex = 0,
FlipX = false,
SnapToGrid = false,
UseVelocityX = true,
XSpeed=6.25,
YSpeed=0
}
states.AbeRunningOffEdge.Conditions = {}
states.AbeRunningOffEdge.Conditions[0] = {
AnyTime = true,
FlipX = false,
TargetAnimation ='AbeHitGroundToStand',
TargetAnimationFrameIndex=0,
Conditions = {
OnGround = true,
},
}
-- END STATE DATA
states.Active = states.AbeStandIdle
states.velX = 0
self.states = states
print(type(self.states.Active))
end
local function condition_is(self, c, i)
if c == "Walking" then
return not i:InputRun() and (i:InputLeft() or i:InputRight())
elseif c == "Running" then
return i:InputRun() and (i:InputLeft() or i:InputRight())
elseif c == "Hopping" then
return i:InputJump()
elseif c == "WalkOtherDirection" then
if (i:InputRight() and self:FacingLeft() and not i:InputRun()) or (i:InputLeft() and not self:FacingLeft() and not i:InputRun()) then return true else return false end
elseif c == "RunOtherDirection" then
if (i:InputRight() and self:FacingLeft() and i:InputRun()) or (i:InputLeft() and not self:FacingLeft() and i:InputRun()) then return true else return false end
elseif c == "SitDown" then
return i:InputDown()
elseif c == "StandUp" then
return i:InputUp()
elseif c == "OnGround" then
return true
elseif c == "UsingTool" then
return false
elseif c == "CanUseTool" then
return false
elseif c == "Chant" then
return i:InputChant()
elseif c == "Special1" then
return false
elseif c == "Special2" then
return false
elseif c == "Special3" then
return false
elseif c == "Special4" then
return false
elseif c == "Special5" then
return false
else
print("unknown condition " .. c)
return false
end
end
-- TODO: Call only when frame changed!
function tick_fsm(self, input)
local states = self.states
local frameNum = self:FrameNumber()
if states.Active.Sounds ~= nil then
if states.Active.Sounds[frameNum] ~= nil then
-- TODO: Fix me - some how ends up being nil here despite above check!?
--print("SFX " .. states.Active.Sounds[frameNum])
--PlaySoundEffect(states.Active.Sounds[frameNum])
end
end
if states.Active.UseVelocityX then
if frameNum == 0 and states.Active.XSpeed == 0 then
if self:FacingLeft() then
states.velX = -states.Active.XSpeed
else
states.velX = states.Active.XSpeed
end
end
if (states.velX > 0) then
states.velX = states.velX - 0.375
else
states.velX = states.velX + 0.375
end
else
if self:FacingLeft() then
states.velX = -states.Active.XSpeed
else
states.velX = states.Active.XSpeed
end
end
self.mXPos = self.mXPos + states.velX
local animationAtEnd = self:IsLastFrame()
local stateFound = false
if animationAtEnd then
stateFound = true
end
local nextAnimation = states.Active.NextAnimation
local flipX = states.Active.FlipX
local startFrame = states.Active.NextAnimationFrameIndex
if states.Active.Conditions ~= nil then
for i = 0, #states.Active.Conditions do
local isGood = true
local condition = states.Active.Conditions[i]
local skipConds = false
if animationAtEnd == false and condition.AnyTime == false then
if condition.AtFrames == nil then
skipConds = true
elseif condition.AtFrames[frameNum] == nil then
skipConds = true
end
end
if skipConds == false then
--print("Check conds")
if condition.Conditions ~= nil then
for c, v in pairs(condition.Conditions) do
if condition_is(self, c, input) ~= v then
isGood = false
if v then
--print("Condition failed, expected " .. c .. "to be true but was false")
else
--print("Condition failed, expected " .. c .. "to be false but was true")
end
break
end
end
end
if isGood then
print("Got state change")
nextAnimation = condition.TargetAnimation
flipX = condition.FlipX
startFrame = condition.TargetAnimationFrameIndex
stateFound = true
if nextAnimation == nil or nextAnimation == '' then
print("Error, next state not set")
end
end
end
end
end
if stateFound and nextAnimation ~= nil and nextAnimation ~= '' then
if flipX then
self:FlipXDirection()
end
print("Set next state to " .. nextAnimation)
states.Active = states[nextAnimation]
print(type(states.Active))
self:SetAnimation(nextAnimation, startFrame)
end
end
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