Sgmighty Gym
Based on game build 714014 | Last updated: 2026-03-08
Overview
SGmighty_gym is a stategraph component that defines the animation states and transitions for the Mighty Gym entity. It manages visual feedback during user interactions (e.g., hitting the gym, placing weights, active workout) by switching between idle, hit, place_weight, and workout_pst states. The stategraph is self-contained and does not depend on other components.
Usage example
This stategraph is not meant to be manually instantiated. It is automatically assigned to the Mighty Gym prefab (prefabs/mighty_gym.lua) via the engine's stategraph system when the entity is spawned.
Dependencies & tags
Components used: None identified
Tags: None identified
Properties
No public properties
Main functions
State{name="idle", ...}
- Description: The default resting state. Sets the animation to
"idle_empty"and loops it. - Parameters: None (state block).
- Returns: Nothing — this is a state definition, not a runtime function.
State{name="hit", ...}
- Description: Triggered when the gym is struck. Plays
"hit_loaded"animation and transitions back toidleupon animation completion. - Parameters: None (state block).
- Returns: Nothing.
State{name="place_weight", ...}
- Description: Triggered when a weight is added. Plays an animation named
"place_X"whereXisdata.slot, then returns toidle. - Parameters:
data(table, optional) — expected to containslotfield used to construct animation name. - Returns: Nothing.
State{name="workout_pst", ...}
- Description: Plays active workout animation (
"active_pst"or"active_pst_full"depending ondata). Stops looping workout sound, then returns toidleafter animation ends. - Parameters:
data(any) — if truthy and>= 1,"active_pst_full"is used; otherwise"active_pst"is used. - Returns: Nothing.
Events & listeners
- Listens to:
animover(global) — handled in each state to transition back toidlewhen animation finishes.