Test_Animation_State_Change
Server/NPC/Roles/_Core/Tests/Test_Animation_State_Change.json, 3.6 KB
Fields
| Field | Type |
|---|---|
Type | string |
Appearance | string |
StartState | string |
MotionControllerList | array[1] |
TestType | string |
MaxHealth | object |
Parameters | object |
Instructions | array[2] |
NameTranslationKey | string |
Source
{
"Type": "Generic",
"Appearance": "Trork_Warrior",
"StartState": "Idle",
"MotionControllerList": [
{
"Type": "Walk",
"MaxWalkSpeed": 3,
"Gravity": 10,
"MaxFallSpeed": 20,
"Acceleration": 10
}
],
"TestType": "Normal",
"MaxHealth": { "Compute": "MaxHealth" },
"Parameters": {
"MaxHealth": {
"Value": 100,
"Description": "Max health for the NPC"
}
},
"Instructions": [
{
"Continue": true,
"Instructions": [
{
"Sensor": {
"Type": "Animation",
"Slot": "Status",
"Animation": "Sleep"
},
"Actions": [
{
"Type": "DisplayName",
"DisplayName": "Sleep Anim"
}
]
},
{
"Sensor": {
"Type": "Any"
},
"Actions": [
{
"Type": "DisplayName",
"DisplayName": "Not Sleep Anim"
}
]
}
]
},
{
"Instructions": [
{
"Sensor": {
"Type": "State",
"State": "Idle"
},
"Actions": [
{
"Type": "State",
"State": "Sleep"
}
]
},
{
"Sensor": {
"Type": "State",
"State": "Sleep"
},
"Instructions": [
{
"Sensor": {
"Type": "State",
"State": ".Default"
},
"Instructions": [
{
"$Comment": "Animations",
"Continue": true,
"Sensor": {
"Type": "Any",
"Once": true
},
"Actions": [
{
"Type": "PlayAnimation",
"Slot": "Status",
"Animation": "Sleep"
}
]
},
{
"Sensor": {
"Type": "Any"
},
"Actions": [
{
"Type": "Timeout",
"Delay": [ 4, 4 ],
"Action": {
"Type": "State",
"State": ".Wake"
}
}
]
}
]
},
{
"Sensor": {
"Type": "State",
"State": ".Wake"
},
"Instructions": [
{
"$Comment": "Animations",
"Continue": true,
"Sensor": {
"Type": "Any",
"Once": true
},
"Actions": [
{
"Type": "PlayAnimation",
"Slot": "Status",
"Animation": "Wake"
}
]
},
{
"Sensor": {
"Type": "Any"
},
"Actions": [
{
"Type": "Timeout",
"Delay": [ 4, 4 ],
"Action": {
"Type": "State",
"State": "Sleep"
}
}
]
}
]
}
]
}
]
}
],
"NameTranslationKey": "server.npcRoles.Test_Animation_State_Change.name"
}