Consistency/data/entities/animals/boss_limbs/boss_limbs_damage.lua

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2021-08-20 01:53:47 +00:00
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