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Sgfissure

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

Overview

SGfissure is a state graph for a fissure entity that manages two primary idle states: idle_on (active) and idle_off (inactive), with transitions handled by timed auto-switching states (idle_turnon and idle_turnoff). It is used to animate and control periodic activation/deactivation cycles for environmental fissure prefabs, such as those in the Caves or other dynamic world zones.

The state graph leverages a callback system (inst.turnon and inst.turnoff) expected to be defined on the entity, allowing external logic to define visual/audio effects during transitions.

Usage example

local inst = CreateEntity()
inst:AddTag("fissure")
inst.turnon = function(fissure) fissure.AnimState:PlayAnimation("turnon") end
inst.turnoff = function(fissure) fissure.AnimState:PlayAnimation("turnoff") end
inst.sg = StateGraph("fissure", require("stategraphs/SGfissure"), inst)
inst.sg:GoToState("idle_on")

Dependencies & tags

Components used: None directly (relies on entity callbacks and inst.sg stategraph). Tags: Adds idle tag to all four states.

Properties

No public properties.

Main functions

Not applicable. This file returns a StateGraph definition, not a component class.

Events & listeners

  • Listens to: attacked, death — currently defined with empty handlers; intended for future logic extension.
  • Pushes: None (no custom events are fired by this state graph).