The Mecanim SDX Class Parameter List

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In order for your Animator State Machine to work in-game, the following Parameters are triggered from the Mecanim Class.


Required Parameters


These parameters are required for a basic entity.


Parameter Name

Parameter Type

Description

MovementState

INTEGER

0 for Idle, 1 for Walk, and 2 for Running

Speed

FLOAT

Controls the speed of the entity for Root Motion

Attack

TRIGGER

Triggers the Attack animation

Jump

TRIGGER

Triggers the Jump Animation

IsAlive

BOOL

Triggers the Wakeup Animation

IsMoving

BOOL

True if entity is moving

IsDead

BOOL

Triggers the Death Animation



The following Parameters is what the full Mecanim Class allows. If a trigger or value is not available, the mecanim class will fail the call quietly, and continue.


BOOL

The Animator State Machine uses bool for values that are explicitly set and unset. That is, if you set IsDead to false, it will stay false until you change it.


The following Bool Parameters are supported in the MecAnimSDX Class


Parameter Name

Parameter Type

Description

IsDead

BOOL

True if Entity is Dead, otherwise False

IsAlive

BOOL

True if the Entity is awake and alive.

IsMoving

BOOL

True if the Entity is moving

IsEating

BOOL

True if the Entity is Eating

IsCrouching

BOOL

True if the Entity is Crouching

IsStunned

BOOL

True if the Entity is Stunned

IsSleeping

BOOL

True if the Entity is Sleeping



INTEGER


The Animator State Machine uses integer for numeric values.


Indexes


For the MecAnim SDX class, we use Integer types to offer Index values. That is, they are used if you want to add multiple animations for the same type of state. For example, if we have 5 different animation attacks, we can assign a unique attack index for each Transition. Attack number 1, would have an AttackIndex of 0. Attack number 2 would have an AttackIndex of 1. This allows us to have more variety in the various types of animations than we have had before.


Parameter Name

Parameter Type

Description

AttackIndex

INTEGER

A 0 to ... range of numbers to uniquely identify transitions for Attack animations

SpecialAttack

INTEGER

A 0 to ... range of numbers to uniquely identify transitions for Special Attack animations

SpecialSecondAttack

INTEGER

A 0 to ... range of numbers to uniquely identify transitions for Special Secondary Attack animations

RagingIndex

INTEGER

A 0 to ... range of numbers to uniquely identify transitions for any Raging animations

ElectrocutionIndex

INTEGER

A 0 to ... range of numbers to uniquely identify transitions for electrocution animations

CrouchIndex

INTEGER

A 0 to ... range of numbers to uniquely identify transitions for crouching animations

StunIndex

INTEGER

A 0 to ... range of numbers to uniquely identify transitions for any Stunned animations

SleeperIndex

INTEGER

A 0 to ... range of numbers to uniquely identify transitions for Sleeper Animations

HarvestIndex

INTEGER

A 0 to ... range of numbers to uniquely identify transitions for any harvesting animations

PainIndex

INTEGER

A 0 to ... range of numbers to uniquely identify transitions for any Pain animations

DeathIndex

INTEGER

A 0 to ... range of numbers to uniquely identify transitions for any Death Animations

RunIndex

INTEGER

A 0 to ... range of numbers to uniquely identify transitions for any Running Animations

WalkIndex

INTEGER

A 0 to ... range of numbers to uniquely identify transitions for any Walking Animations

IdleIndex

INTEGER

A 0 to ... range of numbers to uniquely identify transitions for any Idle Animations

JumpIndex

INTEGER

A 0 to ... range of numbers to uniquely identify transitions for any Jump  Animations


Other Flags


We use Integers for other flags as well


Parameter Name

Parameter Type

Description

MovementState

Integer

0 for Idle, 1 for Walking, and 2 for Running












FLOAT


We use Float values when we will need decimal precisions, like for forward speed, when using Root Motion

Parameter Name

Parameter Type

Description

Forward

FLOAT

The current speed of the entity

Strafe

FLOAT

The speed in which its strafing

IdleTime

FLOAT

The Idle time in the mecanim class


TRIGGER


Triggers are one-time events per call. We use triggers to let the Animator know we want to do an action once.


Parameter Name

Parameter Type

Description

Attack

TRIGGER

This triggers one of the attack animations

Pain

TRIGGER

This triggers the Getting Hit Animation

Alive

TRIGGER

This tells the entity to wake up

Jump

TRIGGER

This tells the entity to Jump

SpecialAttack

TRIGGER

This tells the entity to trigger a Special Attack

SpecialSecondAttack

TRIGGER

This tells the entity to trigger a Second Special Attack

Raging

TRIGGER

This tells the entity to begin Raging

Electrocution

TRIGGER

This tells the entity to begin being electrocuted

Harvest

TRIGGER

This tells the entity to trigger harvest animation

Crouch

TRIGGER

This tells the entity to begin crouching













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