The data for one variation of character animations.
idle | :: RotatedAnimation | |
idle_with_gun | :: RotatedAnimation | |
running | :: RotatedAnimation | |
running_with_gun | :: RotatedAnimation | Must contain exactly 18 directions, so all of the combination of gun direction and moving direction can be covered. |
Must contain exactly 18 directions, so all of the combination of gun direction and moving direction can be covered. | ||
mining_with_tool | :: RotatedAnimation | |
flipped_shadow_running_with_gun optional | :: RotatedAnimation | flipped_shadow_running_with_gun must be nil or contain exactly 18 directions, so all of the combination of gun direction and moving direction can be covered. |
flipped_shadow_running_with_gun must be nil or contain exactly 18 directions, so all of the combination of gun direction and moving direction can be covered. | ||
armors optional | :: array[ItemID] | The names of the armors this animation data is used for. |
The names of the armors this animation data is used for. |
idle | :: RotatedAnimation | |
idle_with_gun | :: RotatedAnimation | |
mining_with_tool | :: RotatedAnimation | |
running | :: RotatedAnimation | |
running_with_gun | :: RotatedAnimation | Must contain exactly 18 directions, so all of the combination of gun direction and moving direction can be covered. |
Must contain exactly 18 directions, so all of the combination of gun direction and moving direction can be covered. | ||
armors optional | :: array[ItemID] | The names of the armors this animation data is used for. |
The names of the armors this animation data is used for. | ||
flipped_shadow_running_with_gun optional | :: RotatedAnimation | flipped_shadow_running_with_gun must be nil or contain exactly 18 directions, so all of the combination of gun direction and moving direction can be covered. |
flipped_shadow_running_with_gun must be nil or contain exactly 18 directions, so all of the combination of gun direction and moving direction can be covered. |
Must contain exactly 18 directions, so all of the combination of gun direction and moving direction can be covered. Some of these variations are used in reverse to save space. You can use the character animation in the base game for reference.
flipped_shadow_running_with_gun must be nil or contain exactly 18 directions, so all of the combination of gun direction and moving direction can be covered. Some of these variations are used in reverse to save space. You can use the character animation in the base game for reference. flipped_shadow_running_with_gun
has to have same frame count as running_with_gun
.
The names of the armors this animation data is used for. Don't define this if you want the animations to be used for the player without armor.