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ObjectState
Inherits: StateInterface < Node < Object
Inherited By: CharacterState
No description provided.
Overview
Properties Index
Methods Index
__on_hit_something(obj: Variant, hitbox: Variant) |
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_copy_to(state: ObjectState) |
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_on_hit_something(obj: Variant, hitbox: Variant) |
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activate_hitbox(hitbox: Variant) |
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copy_hurtbox_states(state: ObjectState) |
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copy_to(state: ObjectState) |
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deactivate_hitbox(hitbox: Variant) |
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get_host_command(command_name: Variant) |
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init() |
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is_hurtbox_active(hurtbox: LimbHurtbox) |
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process_projectile(_projectile: Variant) |
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spawn_particle_relative(scene: PackedScene, pos: Vector2, dir: Vector2) |
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Signals
state_ended() 🔗
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state_started() 🔗
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Property Descriptions
@export
int _c_Animation_and_Length = 0 🔗
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@export
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@export
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@export
int _c_Enter_Static_Force = 0 🔗
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@export
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@export
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@export
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@export
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@export
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@export
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@export
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@export
int animation_loop_start = 0 🔗
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@export
bool apply_custom_grav = false 🔗
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@export
bool apply_custom_limits = false 🔗
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@export
bool apply_custom_x_fric = false 🔗
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@export
bool apply_custom_y_fric = false 🔗
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@export
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@export
bool apply_forces_no_limit = false 🔗
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@export
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@export
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@export
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@export
fixed custom_grav_max_fall_speed = "0.0" 🔗
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@export
fixed custom_max_air_speed = "15.0" 🔗
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@export
fixed custom_max_ground_speed = "10.0" 🔗
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@export
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@export
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@export
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@export
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@export
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@export
fixed enter_force_dir_x = "0.0" 🔗
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@export
fixed enter_force_dir_y = "0.0" 🔗
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@export
fixed enter_force_speed = "0.0" 🔗
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@export
AudioStream enter_sfx = null 🔗
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@export
float enter_sfx_volume = - 15.0 🔗
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@export
String fallback_state = "Wait" 🔗
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@export
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@export
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@export
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@export
bool force_same_direction_as_previous_state = false 🔗
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@export
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@export
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@export
Dictionary host_commands = { 🔗
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@export
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@export
Vector2 particle_position = Vector2() 🔗
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@export
PackedScene particle_scene = null 🔗
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@export
bool projectile_local_pos = true 🔗
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@export
bool projectile_match_facing = false 🔗
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@export
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@export
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@export
PackedScene projectile_scene = null 🔗
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@export
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@export
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@export
bool reset_x_momentum = false 🔗
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@export
bool reset_y_momentum = false 🔗
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@export
AudioStream sfx = null 🔗
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@export
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@export
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@export
bool spawn_particle_on_enter = false 🔗
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@export
int sprite_anim_length = - 1 🔗
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@export
String sprite_animation = "" 🔗
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@export
int state_screenshake_amount = 10 🔗
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@export
Vector2 state_screenshake_dir = Vector2() 🔗
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@export
float state_screenshake_length = 0.25 🔗
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@export
int state_screenshake_tick = - 1 🔗
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@export
Dictionary throw_positions = {} 🔗
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@export
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@export
Vector2 timed_particle_position = Vector2() 🔗
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@export
PackedScene timed_particle_scene = null 🔗
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@export
int timed_spawn_particle_tick = 1 🔗
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Array all_hitbox_nodes = \[\] 🔗
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Variant current_hurtbox = null 🔗
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Variant earliest_hitbox_node = null 🔗
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Variant enter_sfx_player = null 🔗
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Dictionary hitbox_start_frames = { 🔗
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Dictionary host_command_nodes = { 🔗
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Dictionary hurtbox_state_change_frames = { 🔗
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PoolStringArray property_list = null 🔗
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Method Descriptions
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void __on_hit_something(obj: Variant, hitbox: Variant) 🔗
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void _copy_to(state: ObjectState) 🔗
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void _on_hit_something(obj: Variant, hitbox: Variant) 🔗
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void activate_hitbox(hitbox: Variant) 🔗
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void copy_hurtbox_states(state: ObjectState) 🔗
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void copy_to(state: ObjectState) 🔗
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void deactivate_hitbox(hitbox: Variant) 🔗
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Variant get_active_hitboxes() 🔗
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Variant get_active_hurtboxes() 🔗
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Variant get_host_command(command_name: Variant) 🔗
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Variant get_projectile_data() 🔗
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Variant get_projectile_pos() 🔗
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Variant is_hurtbox_active(hurtbox: LimbHurtbox) 🔗
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void process_projectile(_projectile: Variant) 🔗
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void spawn_exported_projectile() 🔗
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Variant spawn_particle_relative(scene: PackedScene, pos: Vector2, dir: Vector2) 🔗
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Variant update_sprite_frame() 🔗
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Variant xy_to_dir(x: Variant, y: Variant, mul: fixed, div: fixed) 🔗
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