Using animator inputs through script - Outerra/anteworld GitHub Wiki
Before reading this tutorial, please see Animator editor for more information.
This tutorial is focused on using animator inputs through vehicle_script and aircraft_script interfaces (in vehicles and aircrafts), in JavaScript/Lua script.
To use animator input, you need to have one created. This is done in the "Animator editor -> Inputs" tab.
https://github.com/Outerra/anteworld/wiki/Animator-editor#inputs
You can create inputs of type bool, float or int.
Note: these inputs are used as conditions in Animator Editor nodes, determining when the nodes are activated or deactivated
https://github.com/Outerra/anteworld/wiki/Animator-editor#nodes
In script
Get animator input index
To get/set inputs through script, you first have to get the input index, using following function:
// JavaScript
input_index = this.get_animator_input_index("input_name")
-- Lua
input_index = self:get_animator_input_index("input_name")
When you have the input index, you can use it as parameter in following functions (which are based on the input type), to get/set animator input:
Get animator input value
- Get bool input
// JavaScript
this.get_animator_input_bool(input_index)
-- Lua
self:get_animator_input_bool(input_index)
- Get float input
// JavaScript
this.get_animator_input_float(input_index)
-- Lua
self:get_animator_input_float(input_index)
- Get int input
// JavaScript
this.get_animator_input_int(input_index)
-- Lua
self:get_animator_input_int(input_index)
Set animator input value
- Set bool input
// JavaScript
this.set_animator_input_bool(input_index)
-- Lua
self:set_animator_input_bool(input_index)
- Set float input
// JavaScript
this.set_animator_input_float(input_index)
-- Lua
self:set_animator_input_float(input_index)
- Set int input
// JavaScript
this.set_animator_input_int(input_index)
-- Lua
self:set_animator_input_int(input_index)