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Sgcarnivalgame Shooting Target

Based on game build 714014 | Last updated: 2026-03-08

Overview

This stategraph controls the visual and audio behavior of carnival shooting targets used in minigames (e.g., summer event shooting galleries). It defines state transitions triggered by specific game events (carnivalgame_turnon, carnivalgame_target_startround, carnivalgame_shooting_target_hit, carnivalgame_endofround, carnivalgame_turnoff), and handles animation playback and sound effects for different target types (friendly vs enemy) and phases (idle, activation, hit, post-activation). The stategraph does not manage game logic directly but responds to external events to drive the entity's presentation.

Usage example

-- This stategraph is automatically assigned to entities via the target prefab (e.g., "carnival_shooting_target_good" or "_bad").
-- The entity is expected to have an AnimState and SoundEmitter component.
-- State transitions are triggered by events pushed elsewhere in the game (e.g., carnival minigame manager).

Dependencies & tags

Components used: None identified (relies on AnimState and SoundEmitter being present on the entity — these are standard components not explicitly referenced in the source code). Tags: The following state tags are defined: on (for active states: idle_on, friendly_activate, friendly_activate_hit, friendly_activate_pst, enemy_activate, enemy_activate_hit_pst, enemy_activate_pst) and off (for inactive states: idle_off, turn_on, turn_off).

Properties

PropertyTypeDefault ValueDescription
_shouldturnoffbooleannil (nil until set by external code)A private flag indicating whether the target should transition to turn_off instead of idle_on when the round ends or activation completes.

Main functions

Not applicable (this is a stategraph definition, not a component with public methods. Behavior is driven by state entries and event handlers.)

Events & listeners

  • Listens to:

    • carnivalgame_turnon → transitions to turn_on
    • carnivalgame_target_startround → activates based on data.isactivated and data.isfriendlytarget
    • carnivalgame_endofround → transitions to post-activation state if active
    • carnivalgame_shooting_target_hit → transitions to hit state if active
    • carnivalgame_turnoff → transitions to turn_off or post-activation state depending on active status
  • Pushes: None (this stategraph only listens for events; it does not fire custom events.)