Class: DeathAnimation
Constructors
constructor
• new DeathAnimation(): DeathAnimation
Returns
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
| Name | Type |
|---|---|
onPoof | (position: Vector3) => void |
Returns
void
applyEdgePivot
▸ applyEdgePivot(position, bodyDirY, size, pivotH, pivotW, out): void
Parameters
| Name | Type |
|---|---|
position | Vector3 |
bodyDirY | number |
size | number |
pivotH | number |
pivotW | number |
out | Vector3 |
Returns
void
checkPoof
▸ checkPoof(position): void
Parameters
| Name | Type |
|---|---|
position | Vector3 |
Returns
void
getHitIntensity
▸ getHitIntensity(): number
Returns
number
getScale
▸ getScale(baseScale): number
Parameters
| Name | Type |
|---|---|
baseScale | number |
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
| Name | Type |
|---|---|
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