Animated objects – Ylands
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=Overview= | =Overview= | ||
Animated objects are objects which can be animated using visual scripting. Object can be animated when "animated" property is checked in entity, game logic or group properties. Animation can be then applied onto selected object either by assigning appropriate game logic or by using corresponding instruction. | Animated objects are objects which can be animated using visual scripting. Object can be animated when "animated" property is checked in entity, game logic or group properties. Animation can be then applied onto selected object either by assigning appropriate game logic or by using corresponding instruction. | ||
===Note=== | |||
*Objects in a group are automatically "animated" if their group is, so it is not neede to set it for each individual object in the group. | |||
*Children groups of animated group will move with a parent, so they do not need to be marked as "animated". They have to only if you want to animate them independent from their parent. | |||
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=Animator game logic= | =Animator game logic= | ||
Animators are special game logic, which define a movement. When an animator is assigned to a object, that object will | Animators are special game logic, which define a movement (translation or rotation). When an animator is assigned to a object, that object will perform that movement until the animator is either unassigned or disabled. Animators are either assigned trough object properties panel, or from script. | ||
*When animator is unassigned, the object will stop the movement in its current position. If the animator is then assigned again, the movement will reset. | |||
*If object's animator is disabled, the movement will pause, if the animator is enabled again, the animation will resume from current position. | |||
===Animator types=== | |||
*[[Ylands Game logic - Animator position|'''Position Animator''']] - defines translation animation | *[[Ylands Game logic - Animator position|'''Position Animator''']] - defines translation animation | ||
*[[Ylands Game logic - Animator rotation|'''Rotation Animator''']] - defines rotation animation | *[[Ylands Game logic - Animator rotation|'''Rotation Animator''']] - defines rotation animation | ||
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===Animator events=== | ===Animator events=== | ||
*When animator is active | *When animator is active and "spawn events" option is enabled, the animator will generate [[Ylands Tile - Animator On Cycle End|'''On Animator Cycle End''']] event at the end of each repeat. | ||
===Note=== | ===Note=== |
Revision as of 12:56, 12 June 2019
Overview
Animated objects are objects which can be animated using visual scripting. Object can be animated when "animated" property is checked in entity, game logic or group properties. Animation can be then applied onto selected object either by assigning appropriate game logic or by using corresponding instruction.
Note
- Objects in a group are automatically "animated" if their group is, so it is not neede to set it for each individual object in the group.
- Children groups of animated group will move with a parent, so they do not need to be marked as "animated". They have to only if you want to animate them independent from their parent.
Animator game logic
Animators are special game logic, which define a movement (translation or rotation). When an animator is assigned to a object, that object will perform that movement until the animator is either unassigned or disabled. Animators are either assigned trough object properties panel, or from script.
- When animator is unassigned, the object will stop the movement in its current position. If the animator is then assigned again, the movement will reset.
- If object's animator is disabled, the movement will pause, if the animator is enabled again, the animation will resume from current position.
Animator types
- Position Animator - defines translation animation
- Rotation Animator - defines rotation animation
Animator events
- When animator is active and "spawn events" option is enabled, the animator will generate On Animator Cycle End event at the end of each repeat.
Note
- Each object can have assigned one movement (position) animation and one rotation animation at one time. When new animation is assigned, the previous one stops and will be overwritten by new one. Only rotation and position animations stack together.
Animation instructions
Dynamic objects does not have to be animated only using animators, it can be also achieved by using specific instructions found in visual scripting. When such instruction is used on dynamic object, that object will start executing instructed movement immediately.
Animation events
- When an object finishes given instruction, it will send corresponding On Movement End or On Rotation End event.
Note
- Animation instruction work only on "dynamic" objects (objects marked as "animated" in properties)
- Any object can have only one translation and rotation animation assigned at one time.