Sgabysspillar_minion
Based on game build 714014 | Last updated: 2026-03-08
Overview
SGabysspillar_minion is a stategraph that implements the behavior of the abyss pillar minion entity — a small floating companion associated with the Abyssal Pillar boss fight. It manages transitions among idle, activation, run, and deactivation states, coordinating animations, sound effects, locomotion, and interaction with its parent pillar. The stategraph uses the locomotor component to control movement and relies on common states utilities for hop-related animations.
Usage example
-- This stategraph is automatically assigned to the prefab when it is created in prefabs/abysspillar_minion.lua.
-- Typical usage does not require manual instantiation by modders.
-- To modify behavior, override the stategraph via the stategraph API:
-- TheGame.StateGraph:AddStateGraph("abysspillar_minion", my_custom_stategraph)
Dependencies & tags
Components used: locomotor (via inst.components.locomotor), animstate, soundemitter
Tags: Adds ignorewalkableplatformdrowning during deactivation sequence; checks deactivating for conditional logic.
Tags set by stategraph: idle, canrotate, deactivating, busy, moving, running
Properties
No public properties. All state-related data is stored in inst.sg.statemem during runtime.
Main functions
No custom methods are defined in this file — the stategraph is constructed and returned by StateGraph(...). Functionality is entirely driven by onenter, onexit, ontimeout, and event handler callbacks within the state definitions.
Events & listeners
- Listens to:
CommonHandlers.OnLocomote(true, false)— handles movement start/stop from locomotor.CommonHandlers.OnHop()— handles hop-related transitions.deactivate— triggers transition to"deactivate"state (if not already in a deactivating state).animover— detects animation completion to transition to subsequent states (e.g.,"idle"after"activate").entitysleep— in"deactivate_delay", triggers same logic asontimeoutif the entity goes to sleep before timeout.
- Pushes: None directly. The stategraph itself is passive and reacts to events; it does not fire custom events.