Api Sandbox Citizen CitizenAnimationHelper
class

CitizenAnimationHelper

public sealed class CitizenAnimationHelper : Component

Used to control the Citizen animation state. You don't have to use this to animate your citizen avatar, but our aim is to put everything you need in this class, so you can easily see what variables are available.

Constructors

CitizenAnimationHelper()

Properties

Name Type Description
Target SkinnedModelRenderer The skinned model renderer that we'll apply all parameters to.
EyeSource GameObject Where are the eyes of our character?
Height Single? How tall are we?
LookAtEnabled Boolean Are we looking at something? Useful for stuff like cutscenes, where you want an NPC to stare at you.
LookAt GameObject Which GameObject should we be looking at?
EyesWeight Single
HeadWeight Single
BodyWeight Single
IkLeftHand GameObject IK will try to place the limb where this GameObject is in the world.
IkRightHand GameObject
IkLeftFoot GameObject
IkRightFoot GameObject
EyeWorldTransform Transform The transform of the eyes, in world space. This is worked out from EyeSource is it's set.
AimAngle Rotation Where are we aiming?
AimEyesWeight Single The weight of the aim angle, but specifically for the Citizen's eyes.
AimHeadWeight Single The weight of the aim angle, but specifically for the Citizen's head.
AimBodyWeight Single The weight of the aim angle, but specifically for the Citizen's body.
MoveRotationSpeed Single How much the character is rotating in degrees per second, this controls feet shuffling. If rotating clockwise this should be positive, if rotating counter-clockwise this should be negative.
FootShuffle Single
DuckLevel Single The scale of being ducked (crouched) (0 - 1)
VoiceLevel Single How loud are we talking?
IsSitting Boolean Are we sitting down?
IsGrounded Boolean Are we on the ground?
IsSwimming Boolean Are we swimming?
IsClimbing Boolean Are we climbing?
IsNoclipping Boolean Are we noclipping?
IsWeaponLowered Boolean Is the weapon lowered? By default, this'll happen when the character hasn't been shooting for a while.
HoldType HoldTypes What kind of weapon are we holding?
Handedness Hand What's the handedness of our weapon? Left handed, right handed, or both hands? This is only supported by some holdtypes, like Pistol, HoldItem.
MoveStyle MoveStyles We can force the model to walk or run, or let it decide based on the speed.
SpecialMove SpecialMoveStyle We can force the model to have a specific movement state, instead of just running around. LedgeGrab is good for shimmying across a ledge. Roll is good for a platformer game where the character is rolling around continuously. Slide is good for a shooter game or a platformer where the character is sliding.
Sitting SittingStyle How are we sitting down?
SittingOffsetHeight Single How far up are we sitting down from the floor?
SittingPose Single From 0-1, how much are we actually sitting down.

Methods

Void ProceduralHitReaction(DamageInfo info, Single damageScale = 1, Vector3 force = null)
Void WithLook(Vector3 lookDirection, Single eyesWeight = 1, Single headWeight = 1, Single bodyWeight = 1)

Have the player look at this point in the world

Void WithVelocity(Vector3 Velocity)

Have the player animate moving with a set velocity (this doesn't move them! Your character controller is responsible for that)

Velocity
Void WithWishVelocity(Vector3 Velocity)

Animates the wish for the character to move in a certain direction. For example, when in the air, your character will swing their arms in that direction.

Velocity
Void TriggerJump()

Triggers a jump animation

Void TriggerDeploy()

Triggers a weapon deploy animation

Assembly: Base Library Namespace: Sandbox.Citizen Full Name: Sandbox.Citizen.CitizenAnimationHelper