20 lines
757 B
Lua
20 lines
757 B
Lua
|
function set_main_animation( current_name, next_name )
|
||
|
local sprite = EntityGetFirstComponent( GetUpdatedEntityID(), "SpriteComponent" )
|
||
|
if ( sprite ~= nil ) then
|
||
|
local anim_name = ComponentGetValue( sprite, "rect_animation" )
|
||
|
|
||
|
if anim_name == "opened" or anim_name == "open" then -- only play the animation if we're in the correct state. this is to avoid it being left "dangling"
|
||
|
animate_sprite( sprite, current_name, next_name )
|
||
|
end
|
||
|
end
|
||
|
end
|
||
|
|
||
|
function animate_sprite( sprite, current_name, next_name )
|
||
|
ComponentSetValue( sprite, "rect_animation", current_name )
|
||
|
ComponentSetValue( sprite, "next_rect_animation", next_name )
|
||
|
end
|
||
|
|
||
|
|
||
|
function damage_received( damage, desc, entity_who, is_fatal )
|
||
|
set_main_animation( "hurt", "opened" )
|
||
|
end
|