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animation/animation.go: Move to world package & rename to EntityAnima…
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Original file line number | Diff line number | Diff line change |
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package world | ||
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// EntityAnimation represents an animation that may be played on an entity from an active resource pack on | ||
// the client. | ||
type EntityAnimation struct { | ||
name string | ||
nextState string | ||
controller string | ||
stopCondition string | ||
} | ||
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// NewEntityAnimation returns a new animation that can be played on an entity. If no controller or stop | ||
// condition is set, the animation will play for its full duration, including looping. Controllers can be set | ||
// to manage multiple states of animations. It is also possible to use vanilla animations/controllers if they | ||
// work for your entity, i.e. "animation.pig.baby_transform". | ||
func NewEntityAnimation(name string) EntityAnimation { | ||
return EntityAnimation{name: name} | ||
} | ||
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// Name returns the name of the animation to be played. | ||
func (a EntityAnimation) Name() string { | ||
return a.name | ||
} | ||
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// Controller returns the name of the controller to be used for the animation. | ||
func (a EntityAnimation) Controller() string { | ||
return a.controller | ||
} | ||
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// WithController returns a copy of the EntityAnimation with the provided animation controller. An animation | ||
// controller with the same name must be defined in a resource pack for it to work. | ||
func (a EntityAnimation) WithController(controller string) EntityAnimation { | ||
a.controller = controller | ||
return a | ||
} | ||
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// NextState returns the state to transition to after the animation has finished playing within the | ||
// animation controller. | ||
func (a EntityAnimation) NextState() string { | ||
return a.nextState | ||
} | ||
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// WithNextState returns a copy of the EntityAnimation with the provided state to transition to after the | ||
// animation has finished playing within the animation controller. | ||
func (a EntityAnimation) WithNextState(state string) EntityAnimation { | ||
a.nextState = state | ||
return a | ||
} | ||
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// StopCondition returns the condition that must be met for the animation to stop playing. This is often | ||
// a Molang expression that can be used to query various entity properties to determine when the animation | ||
// should stop playing. | ||
func (a EntityAnimation) StopCondition() string { | ||
return a.stopCondition | ||
} | ||
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// WithStopCondition returns a copy of the EntityAnimation with the provided stop condition. The stop condition | ||
// is a Molang expression that can be used to query various entity properties to determine when the animation | ||
// should stop playing. | ||
func (a EntityAnimation) WithStopCondition(condition string) EntityAnimation { | ||
a.stopCondition = condition | ||
return a | ||
} |
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