Difference between revisions of "Ylands Game logic - Animator rotation"

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=Properties=
 
=Properties=
 
[[File:{{PAGENAME}}.png|right|400px|Properties]]
 
[[File:{{PAGENAME}}.png|right|400px|Properties]]
===Space===  
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*'''Absolute''' - Object will move in absolute coordinates as defined in animator.
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===Rotation===
*'''Relative''' - Object movement will be relative to its current rotation.
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*'''Align with movement''' - Object rotation will automatically align with its movement.
 +
*'''Rotation reference''' - Rotation defined by reference point(s)
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 +
===Align with movement===
 +
*'''Immediate''' - Rotation change will take effect immediately
 +
*'''Rotation offset''' - Local offset for rotated entity
 +
*'''X / Y / Z''' - Allows to constrain alignment around specific axes
 +
 
 +
===Rotation reference===
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*'''Around reference point''' - Simple rotation
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**'''Reference point''' -  Reference point used as rotation axis.
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**'''Angle''' - Rotation length in degrees
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**'''Rotation offset''' - Local offset for rotated entity
 +
 
 +
*'''Between reference points'''
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**'''Start point''' -  Reference point defining starting rotation.
 +
**'''End point''' -  Reference point defining rotation end.
 +
 
 
===Loop===  
 
===Loop===  
*'''Ping pong''' - Object movement will bounce from start to end and back.
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*'''Ping pong''' - Object rotation will bounce from start to end and back.
*'''Repeated''' - Object movement will repeat only from start to end.
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*'''Repeated''' - Object rotation will repeat only from start to end.
 +
 
 
===Movement===  
 
===Movement===  
 
*'''Speed''' - Velocity of movement in degrees per second.
 
*'''Speed''' - Velocity of movement in degrees per second.
 
*'''Time''' -  How many seconds the movement (one cycle) should take.
 
*'''Time''' -  How many seconds the movement (one cycle) should take.
 
*'''Smoothing''' -  Defines if the movement is linear or accelerated. 0 = constant speed, 1 = fully smoothed from start to end
 
*'''Smoothing''' -  Defines if the movement is linear or accelerated. 0 = constant speed, 1 = fully smoothed from start to end
*'''Start point''' - Reference point defining start rotation of the movement.
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*'''End point''' - Reference point defining end rotation of the movement.
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===Space===
*'''Longer rotation''' -  If the "longer movement" should be used
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*'''Absolute''' - Object will move in absolute coordinates as defined in animator.
 +
*'''Relative''' - Object movement will be relative to its current rotation.
 +
 
 
===Other===  
 
===Other===  
 
*'''Spawn animator events''' -  Whenever the animator will spawn appropriate events or not
 
*'''Spawn animator events''' -  Whenever the animator will spawn appropriate events or not
 
  
 
=Animator events=
 
=Animator events=

Revision as of 11:01, 11 June 2019

Description

Game logic used to specify rotation animation which can be then assigned onto "dynamic" objects. When an object has active animator assigned it will execute that movement until the animator is unassigned or disabled. When the objects finishes one movement cycle an End Cycle Event spawned (if enabled).

Important Note

  • Any dynamic object can have only one Position and one Rotation animator assigned at time.
  • When new Rotation Animator is assigned to an object, it will stop the current movement and start movement defined in new animator.

Properties

Properties

Rotation

  • Align with movement - Object rotation will automatically align with its movement.
  • Rotation reference - Rotation defined by reference point(s)

Align with movement

  • Immediate - Rotation change will take effect immediately
  • Rotation offset - Local offset for rotated entity
  • X / Y / Z - Allows to constrain alignment around specific axes

Rotation reference

  • Around reference point - Simple rotation
    • Reference point - Reference point used as rotation axis.
    • Angle - Rotation length in degrees
    • Rotation offset - Local offset for rotated entity
  • Between reference points
    • Start point - Reference point defining starting rotation.
    • End point - Reference point defining rotation end.

Loop

  • Ping pong - Object rotation will bounce from start to end and back.
  • Repeated - Object rotation will repeat only from start to end.

Movement

  • Speed - Velocity of movement in degrees per second.
  • Time - How many seconds the movement (one cycle) should take.
  • Smoothing - Defines if the movement is linear or accelerated. 0 = constant speed, 1 = fully smoothed from start to end

Space

  • Absolute - Object will move in absolute coordinates as defined in animator.
  • Relative - Object movement will be relative to its current rotation.

Other

  • Spawn animator events - Whenever the animator will spawn appropriate events or not

Animator events

Related instructions