Sgrabbitking Bunnyman
Based on game build 714014 | Last updated: 2026-03-08
Overview
SGrabbitking_bunnyman is a StateGraph that governs the behavior and animations of the Rabbit King's Bunnyman minions. It integrates with multiple core components (health, combat, locomotor, burnable, lootdropper) to manage transitions between states such as idle, walk, run, attack, hit, burrow, and death. The state graph uses CommonHandlers and CommonStates helpers to include standard creature behaviors (freezing, electrocution, sinking, void fall), and implements custom burrow logic for underground movement and re-emergence.
Usage example
This state graph is instantiated automatically by the game for each Rabbit King Bunnyman prefab and is not typically added manually by modders. It is referenced as a dependency by the Rabbit King's boss state machine and other related prefabs.
Dependencies & tags
Components used:
health(viaIsDead)combat(viaStartAttack,DoAttack)locomotor(viaWalkForward,RunForward,StopMoving)burnable(viaExtinguish)lootdropper(viaDropLoot)
Tags:
- State-specific tags:
busy,noelectrocute,noattack,nointerrupt,invisible,temp_invincible,idle,canrotate,attack,death - Added/removed dynamically during state entry/exit (e.g.,
invisible,temp_invincible,noattack,nointerrupt) - Used to gate animation states, input handling, and damage immunity.
Properties
No public properties. This is a StateGraph definition file and does not declare or expose instance properties.
Main functions
None. This file does not define standalone functions. It constructs and returns a StateGraph object via StateGraph("rabbitking_bunnyman", states, events, "init").
Events & listeners
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Listens to:
animover— triggers state transitions after animations complete (e.g.,burrowaway→ entity removal,idle,hit,attack,burrowto,burrowarrive_pst)burrowaway— initiatesburrowawaystate (entity despawn animation)burrowto— queues or triggersburrowtostate (subsurface movement)burrowarrive— triggersburrowarrivestate (re-emergence animation)death— handled byCommonHandlers.OnDeath()→deathstatecorpsechomped— handled byCommonHandlers.OnCorpseChomped()step,locomote,sleep,freeze,electrocute,attack,attacked,sink,fallinvoid— viaCommonHandlers.*helperscorpse_death_animoVER— handled byCommonHandlers.OnCorpseDeathAnimOver()
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Pushes:
None — thisStateGraphdoes not directly fire custom events; it processes incoming events and manages state transitions.