Skip to main content

Class: DeathAnimation

Constructors​

constructor​

• new DeathAnimation(): DeathAnimation

Returns​

DeathAnimation

Accessors​

active​

• get active(): boolean

Returns​

boolean


elapsed​

• get elapsed(): number

Returns​

number


isBodyGone​

• get isBodyGone(): boolean

True once the tip-over has run its course and the body has vanished.

Returns​

boolean

Methods​

adoptPoof​

▸ adoptPoof(onPoof): void

Take the poof from a second report of the same death, when the first started the fall without one.

Parameters​

NameType
onPoof(position: Vector3) => void

Returns​

void


applyEdgePivot​

▸ applyEdgePivot(position, bodyDirY, size, pivotH, pivotW, out): void

Parameters​

NameType
positionVector3
bodyDirYnumber
sizenumber
pivotHnumber
pivotWnumber
outVector3

Returns​

void


checkPoof​

▸ checkPoof(position): void

Parameters​

NameType
positionVector3

Returns​

void


getHitIntensity​

▸ getHitIntensity(): number

Returns​

number


getScale​

▸ getScale(baseScale): number

Parameters​

NameType
baseScalenumber

Returns​

number


getTipAngle​

▸ getTipAngle(): number

Returns​

number


reset​

▸ reset(): void

Forget the death: active goes false and the next start() begins a fresh tip-over. For bodies that come back (players wake at home or the spawn; creatures are simply deleted and never need this).

Returns​

void


start​

▸ start(onPoof?): void

Parameters​

NameType
onPoof?(position: Vector3) => void

Returns​

void


startGone​

▸ startGone(): void

Begin already over: the body was gone before anyone here could watch it fall (a late joiner seeing a player already down). No poof.

Returns​

void