ChaseWhenAnim¶
Perform the same logic than ChasePlayer when the entity.animstate is Chase
. Otherwise, if the entity.animstate
isn't the frequency, entity.animstate
is set to it with a 20.0 frames behaviorcooldown
(prevents a WalkWhenAnim doing a Wander DoBehavior cycle to process for 20.0 frames when entity.animstate
is Idle
) and a StopForceMove call on the entity.
Frequency meaning¶
An animstate to set the entity.animstate
when the current one is different and it's not Chase
.
About this behavior and animation events¶
This behavior is intended to be used with an animstate as the frequency whose clip contains an animation event that sets the entity.animstate
to Chase
. This is because under normal circumstances, there is no logic to change the entity.animstate
to Chase
offered by this behavior. It is intended to be used whenever the timing of the ChasePlayer needs to be carefully determined by the animation clip instead of immediately triggering when the player gets inrange
.
It can be used as the inrange
behavior while WalkWhenAnim is the default one. This allows behaviorcooldown
to take effect and not change the entity.animstate
too frequently.
DoBehavior¶
If the entity.animstate
is Chase
, this acts as an alias to ChasePlayer.
Otherwise, if the current entity.animstate
isn't the frequency
:
- The
behaviorcooldown
is set to 20.0 (prevents a WalkWhenAnim doing a Wander DoBehavior cycle to process for 20.0 frames when entity.animstate
isIdle
) - StopForceMove is called on the entity
- The entity.
animstate
is set to frequency