Open yanniboi opened 3 years ago
https://topdown-engine-docs.moremountains.com/animations.html#animation-parameters
Parameter Name | Ability | Type | Role |
---|---|---|---|
Alive | Character | Boolean | True if the character is currently alive |
Grounded | Character | Boolean | True if the character is touching the ground |
xSpeed | Character | Float | The current x speed of the character |
ySpeed | Character | Float | The current y speed of the character |
zSpeed | Character | Float | The current z speed of the character |
HorizontalDirection | CharacterOrientation2D | Float | The direction of the character on the x axis |
VerticalDirection | CharacterOrientation2D | Float | The direction of the character on the y axis |
RelativeForwardSpeed | Character | Float | The relative (to the character’s forward) speed |
RelativeLateralSpeed | Character | Float | The relative (to the character’s forward) lateral speed |
RelativeForwardSpeedNormalized | Character | Float | The relative forward speed, normalized |
RelativeLateralSpeedNormalized | Character | Float | The relative lateral speed, normalized |
RemappedForwardSpeedNormalized | CharacterOrientation3D | Float | The remapped forward speed value between 0 and the max run speed |
RemappedLateralSpeedNormalized | CharacterOrientation3D | Float | The remapped lateral speed value between 0 and the max run speed |
YRotationSpeed | CharacterOrientation3D | Float | The instant rotation speed of the model |
Idle | Character | Boolean | True if the character is currently idle |
Activating | CharacterButtonActivation | Boolean | True if the character is currently activating something |
Crouching | CharacterCrouch | Boolean | True if the character is currently crouching |
Crawling | CharacterCrouch | Boolean | True if the character is currently crawling |
Damage | Health | Trigger | Triggered when the character takes damage |
Dashing | CharacterDashing | Boolean | True if the character is currently dashing |
DashStarted | CharacterDashing | Boolean | True if the character has started a dash this frame |
Death | Health | Trigger | Triggered when the character dies |
Direction | CharacterOrientation2D | Float | Introduced in v1.3, 0: west, 1: north, 2: east, 3: south |
FallingDownHole | CharacterFallDownHoles2D | Boolean | True if the character is currently falling down a hole |
WeaponEquipped | CharacterHandleWeapon | Boolean | True if a weapon is currently equipped |
WeaponEquippedID | CharacterHandleWeapon | Int | -1 if no weapon is equipped, otherwise the WeaponAnimationID specified on the weapon |
Jumping | CharacterJump | Boolean | True if the character is currently jumping |
HitTheGround | CharacterJump | Boolean | True if the character just hit the ground this frame |
Speed | CharacterMovement | Float | The current horizontal speed of the character |
Walking | CharacterMovement | Boolean | True if the character is currently walking |
Running | CharacterRun | Boolean | True if the character is currently running |
Random | Character | Float | A frequently refreshed random value between 0f and 1f that you can use to add randomness to your animations |
RandomConstant | Character | Int | A random int (between 0 and 1000), generated at Start and that’ll remain constant for the entire lifetime of this animator, useful to have different characters of the same type |
https://corgi-engine-docs.moremountains.com/animations.html#animation-parameters
Parameter Name | Ability | Type | Role |
---|---|---|---|
Activating | CharacterButtonActivation | Trigger | True when the character is currently activating something |
Airborne | Character | Boolean | True if the character is currently above a specified distance to the ground |
Alive | Character | Boolean | True if the character is currently alive |
CollidingAbove | Character | Boolean | True if the character is colliding with a wall above |
CollidingBelow | Character | Boolean | True if the character is colliding with a wall below |
CollidingLeft | Character | Boolean | True if the character is colliding with a wall on its left |
CollidingRight | Character | Boolean | True if the character is colliding with a wall on its right |
Crawling | CharacterCrouch | Boolean | True if the character is currently crawling |
Crouching | CharacterCrouch | Boolean | True if the character is currently crouching |
Damage | Health | Trigger | Triggered when the character takes damage |
Dangling | CharacterDangling | Boolean | True if the character is currently dangling |
Dashing | CharacterDashing | Boolean | True if the character is currently dashing |
Death | Health | Trigger | Triggered when the character dies |
Diving | CharacterDiveDive | Boolean | True if the character is currently diving |
FacingRight | Character | Boolean | True if the character is currently facing right |
FallDamage | CharacterFallDamage | Boolean | True the frame the character takes fall damage |
Flying | CharacterFly | Boolean | True if the character is using its Flight ability |
FlySpeed | CharacterFly | Float | The speed at which the character is flying |
Gliding | CharacterGlide | Boolean | True if the character is gliding |
Grounded | Character | Boolean | True if the character is touching the ground |
Gripping | CharacterGrip | Boolean | True if the character is currently gripping to something |
Idle | Character | Boolean | True if the character is currently idle |
Jetpacking | CharacterJetpack | Boolean | True if the character is currently jetpacking |
Jumping | CharacterJump | Boolean | True if the character is currently jumping |
DoubleJumping | CharacterJump | Boolean | True if the character is currently double jumping |
HitTheGround | CharacterJump | Boolean | True if the character just hit the ground this frame |
LadderClimbing | CharacterLadder | Boolean | True if the character is currently climbing a ladder |
LadderClimbingSpeedX | CharacterLadder | Float | The horizontal speed of the character if he’s on a ladder |
LadderClimbingSpeedY | CharacterLadder | Float | The vertical speed of the character if he’s on a ladder |
LedgeHanging | CharacterLedgeHang | Boolean | True if the character is currently hanging from a ledge |
LedgeClimbing | CharacterLedgeHang | Boolean | True if the character is currently climbing up a ledge |
LookingUp | Character | Boolean | True if the character is currently looking up |
Pulling | CharacterPushCorgiController | Boolean | True if the character is currently pulling |
Pushing | CharacterPushCorgiController | Boolean | True if the character is currently pushing |
Random | Character | Float | A random float between 0 and 1, updated every frame, useful to add variance to your state entry transitions for example |
RandomConstant | Character | Int | a random int (between 0 and 1000), generated at Start and that’ll remain constant for the entire lifetime of this animator, useful to have different characters of the same type |
Running | CharacterRun | Boolean | True if the character is currently running |
Speed | CharacterHorizontalMovement | Float | The current horizontal speed of the character |
xSpeed | Character | Float | The current horizontal speed of the character |
ySpeed | Character | Float | The current vertical speed of the character |
Swimming | CharacterSwim | Boolean | True if the character is swimming and moving |
SwimmingIdle | CharacterSwim | Boolean | True if the character is swimming and not moving |
Walking | CharacterHorizontalMovement | Boolean | True if the character is currently walking |
WallClinging | CharacterWallClinging | Boolean | True if the character is currently clinging to a wall |
WallJumping | CharacterWallJump | Boolean | True if the character is currently jumping from a wall |
WorldXSpeed | Character | Float | The x speed at which the character moves in the world (will be 0 if stuck) |
WorldYSpeed | Character | Float | The y speed at which the character moves in the world (will be 0 if stuck) |
This is a list of all animation parameters found in Corgi and Top Down.
Refererences
Both Engines (common)
Activating
- type: BoolAlive
- type: BoolCrawling
- type: BoolCrouching
- type: BoolDamage
- type: TriggerDashing
- type: BoolDeath
- type: TriggerGrounded
- type: BoolIdle
- type: BoolJumping
- type: BoolHitTheGround
- type: BoolRandom
- type: FloatRandomConstant
- type: IntRunning
- type: BoolSpeed
- type: FloatxSpeed
- type: FloatySpeed
- type: FloatWalking
- type: BoolCorgi Engine only
Airborne
- type: BoolCollidingAbove
- type: BoolCollidingBelow
- type: BoolCollidingLeft
- type: BoolCollidingRight
- type: BoolDangling
- type: BoolDiving
- type: BoolFacingRight
- type: BoolFallDamage
- type: BoolFlying
- type: BoolFlySpeed
- type: FloatGliding
- type: BoolGripping
- type: BoolJetpacking
- type: BoolDoubleJumping
- type: BoolLadderClimbing
- type: BoolLadderClimbingSpeedX
- type: FloatLadderClimbingSpeedY
- type: FloatLedgeHanging
- type: BoolLedgeClimbing
- type: BoolLookingUp
- type: BoolPulling
- type: BoolPushing
- type: BoolSwimming
- type: BoolSwimmingIdle
- type: BoolWallClinging
- type: BoolWallJumping
- type: BoolWorldXSpeed
- type: FloatWorldYSpeed
- type: Float)TopDown Engine only
DashingDirectionX
- type: FloatDashingDirectionY
- type: FloatDashingDirectionZ
- type: FloatDashStarted
- type: BoolDirection
- type: FloatFallingDownHole
- type: BoolHorizontalDirection
- type: FloatRelativeForwardSpeed
- type: FloatRelativeLateralSpeed
- type: FloatRelativeForwardSpeedNormalized
- type: FloatRelativeLateralSpeedNormalized
- type: FloatRemappedForwardSpeedNormalized
- type: FloatRemappedLateralSpeedNormalized
- type: FloatRemappedSpeedNormalized
- type: FloatVerticalDirection
- type: FloatWeaponEquipped
- type: BoolWeaponEquippedID
- type: IntYRotationSpeed
- type: FloatzSpeed
- type: Float