FixedAnim¶
An object where the entity is left in a fixed animstate with the option to also disables the entity.ccol and gravity on it.
Data Arrays¶
data[0]: If it's 1, the entity.ccoland the entity.rigid's gravity are disableddata[1]: the entity's animstate to set
Setup¶
- The entity.
ccolgets disabled or enabled depending ondata[0] - The entity.
rigid's gravity gets disabled ifdata[0]is 1 - entity.
overridejumpis set to true - entity.
overrideanimis set to true - entity.animstate is set to
data[1] - The
scolgets disabled.
Update¶
The animstate is set to data[1]. Then, if the Sin of the Time.DeltaTime is 0.8 or above (Requires it to at least 0.9273), the entity's oldstate is set to which forces UpdateSprite to run its main logic. NOTE: it is unknown why the Sin is there, but it doesn't seem to have an impact under normal gameplay.