Used to control the Citizen animation state. You don't have to use this to animate your citizen avatar, but our
aim is to put everything you need in this class, so you can easily see what variables are available.
AimAngle |
Where are we aiming?
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AimBodyWeight |
The weight of the aim angle, but specifically for the Citizen's body.
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AimEyesWeight |
The weight of the aim angle, but specifically for the Citizen's eyes.
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AimHeadWeight |
The weight of the aim angle, but specifically for the Citizen's head.
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BodyWeight |
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DuckLevel |
The scale of being ducked (crouched) (0 - 1)
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EyeSource |
Where are the eyes of our character?
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EyesWeight |
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EyeWorldTransform |
The transform of the eyes, in world space. This is worked out from EyeSource is it's set.
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FootShuffle |
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Handedness |
What's the handedness of our weapon? Left handed, right handed, or both hands? This is only supported by some holdtypes, like Pistol, HoldItem.
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HeadWeight |
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Height |
How tall are we?
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HoldType |
What kind of weapon are we holding?
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IkLeftFoot |
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IkLeftHand |
IK will try to place the limb where this GameObject is in the world.
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IkRightFoot |
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IkRightHand |
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IsClimbing |
Are we climbing?
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IsGrounded |
Are we on the ground?
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IsNoclipping |
Are we noclipping?
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IsSitting |
Are we sitting down?
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IsSwimming |
Are we swimming?
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IsWeaponLowered |
Is the weapon lowered? By default, this'll happen when the character hasn't been shooting for a while.
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LookAt |
Which GameObject should we be looking at?
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LookAtEnabled |
Are we looking at something? Useful for stuff like cutscenes, where you want an NPC to stare at you.
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MoveRotationSpeed |
How much the character is rotating in degrees per second, this controls feet shuffling.
If rotating clockwise this should be positive, if rotating counter-clockwise this should be negative.
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MoveStyle |
We can force the model to walk or run, or let it decide based on the speed.
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Sitting |
How are we sitting down?
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SittingOffsetHeight |
How far up are we sitting down from the floor?
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SittingPose |
From 0-1, how much are we actually sitting down.
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SpecialMove |
We can force the model to have a specific movement state, instead of just running around.
Sandbox.Citizen.CitizenAnimationHelper.SpecialMoveStyle.LedgeGrab is good for shimmying across a ledge.
Sandbox.Citizen.CitizenAnimationHelper.SpecialMoveStyle.Roll is good for a platformer game where the character is rolling around continuously.
Sandbox.Citizen.CitizenAnimationHelper.SpecialMoveStyle.Slide is good for a shooter game or a platformer where the character is sliding.
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Target |
The skinned model renderer that we'll apply all parameters to.
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VoiceLevel |
How loud are we talking?
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