Script v1.7.1.0
- AI
- Animals
- Contracts
- Debug
- Economy
- Effects
- Events
- Farms
- GUI
- Handtools
- I3d
- Materials
- Misc
- Objects
- Placeables
- Player
- Player
- PlayerModelManager
- PlayerPickUpObjectEvent
- PlayerSetFarmAnswerEvent
- PlayerSetFarmEvent
- PlayerSetHandToolEvent
- PlayerStateActivateObject
- PlayerStateAnimalFeed
- PlayerStateAnimalInteract
- PlayerStateAnimalPet
- PlayerStateAnimalRide
- PlayerStateBase
- PlayerStateCrouch
- PlayerStateCycleHandtool
- PlayerStateDrop
- PlayerStateFall
- PlayerStateIdle
- PlayerStateJump
- PlayerStateMachine
- PlayerStatePickup
- PlayerStateRun
- PlayerStateSwim
- PlayerStateThrow
- PlayerStateUseLight
- PlayerStateWalk
- PlayerStyle
- PlayerSwitchedFarmEvent
- PlayerTeleportEvent
- PlayerThrowObjectEvent
- PlayerToggleLightEvent
- Shop
- Sounds
- Specializations
- Triggers
- Utils
- Vehicles
- Weather
Engine v1.7.1.0
- AI
- Animation
- Camera
- Entity
- Fillplanes
- General
- I3D
- Input
- Lighting
- Math
- Network
- Node
- Overlays
- Particle System
- Physics
- Rendering
- Scenegraph
- Shape
- Sound
- Spline
- String
- Terrain Detail
- Text Rendering
- Tire Track
- XML
- general
Foundation Reference
PlayerStateIdle
ParentPlayerStateBaseFunctions
isAvailable
DescriptionCheck if state is available. Always trueDefinition
isAvailable()Return Values
bool | true | if player can idle |
28 | function PlayerStateIdle:isAvailable() |
29 | return true |
30 | end |
new
DescriptionCreating instance of state.Definition
new(table player, table stateMachine)Arguments
table | player | instance of player |
table | stateMachine | instance of the state machine manager |
table | instance | instance of object |
19 | function PlayerStateIdle:new(player, stateMachine) |
20 | local self = PlayerStateBase:new(player, stateMachine, PlayerStateIdle_mt) |
21 | |
22 | return self |
23 | end |
update
DescriptionUpdate method. Will deactivate if player moves or if not on the ground.Definition
update(float dt)Arguments
float | dt | delta time in ms |
35 | function PlayerStateIdle:update(dt) |
36 | local playerInputsCheck = ( self.player.inputInformation.moveForward ~= 0) or (self.player.inputInformation.moveRight ~= 0) |
37 | |
38 | if playerInputsCheck or not self.player.baseInformation.isOnGround then |
39 | self:deactivate() |
40 | end |
41 | end |