WalkWhenAnim¶
Perform Wander when the entity animstate is Walk
(or Idle
if the behaviorcooldown
expired) or change it to the frequency when it's not with a behaviorcooldown
of 20.0 frames (prevents another Wander cycle to process for 20.0 frames when entity.animstate
is Idle
).
Frequency meaning¶
An animstate to set the entity one when the current one is different and it's not Walk
(or Idle
when the behaviorcooldown
expired).
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 Walk
(or after, but only applicable when behaviorcooldown
expires). This is because under normal circumstances, there is no logic to change the entity.animstate
to these 2 that is offered by this behavior. It is intended to be used whenever the timing of the Wander needs to be carefully determined by the animation clip instead of immediately triggering when the behavior gets switched to.
It can be used as the default behavior while ChaseWhenAnim is the inrange
one. This allows behaviorcooldown
to take effect and not change the entity.animstate
too frequently.
DoBehavior¶
If the entity.animstate
is Walk
(or Idle
if the behaviorcooldown
expired), this acts as an alias to Wander.
Otherwise, if the current entity.animstate
isn't the frequency:
- The
behaviorcooldown
is set to 20.0 (prevents another Wander cycle to process for 20.0 frames when entity.animstate
isIdle
) - StopForceMove is called on the entity
- The entity.
animstate
is set to frequency