Accountitemframe
Manages the visual state and animation of an account item frame UI widget, including appearance based on item properties, ownership, and interaction state.
Manages the visual state and animation of an account item frame UI widget, including appearance based on item properties, ownership, and interaction state.
Manages automatic swimming state and animation bank switching for entities that transition between land and water tiles.
Manages the raising and lowering state of an anchor attached to a boat, handling drag physics, animation timing, and multiplayer coordination via sailor tasks.
Defines the prefab data and initialization logic for ancient husk statues, including identity-specific animations and physics properties.
A specialized button widget that displays an animated visual instead of static text, typically used for interactive UI elements with dynamic feedback.
A UI widget that displays an animated visual indicator for spinner selections, allowing runtime replacement of animation symbols for skinning or item preview.
Renders and animates announcement messages with optional icons, text, and fade-out effects.
Controls the dynamic opening and closing behavior of an atrium fence based on player proximity and power state.
Provides shared constants, data encoding utilities, and light animation management for the Balatro minigame system.
Manages network synchronization and client-side animation of a held balloon prop attached to an entity.
Manages the behavior of a birdcage that houses birds, handles feeding, interaction, sleeping cycles, and loot generation based on bird state and food type.
Generates reusable prefab prefabs for book-related visual effect entities used in spellcasting animations.
Manages the aiming and shooting mechanics for the carnival shooting mini-game, controlling projectile launch parameters and aim animation.
A visualFX entity that fades in and out over time, typically attached to a player or object to indicate a temporary status effect.
Manages the state, physics, and behavior of large boulders used in cave-in events, including raised states, falling animation tracking, and formation creation upon landing.
Manages thelecturn's visual and functional state as a structure that holds a playbill stage entity and supports page-turning animations and idle behavior.
Manages the display and animation of a scrolling chat message queue in the UI.
Positions and animates an entity in a circular orbit around a target entity, modulating speed and scale using sine-based interpolation.
Animates an entity's colour over time using linear interpolation.
Provides reusable state definitions and event handlers for common entity behaviors such as movement, sleep, freezing, electrocution, death, and hopping.
Manages visual symbol overrides for entity build groups, allowing dynamic replacement of animation symbols based on current build configuration.
Renders a visual trail effect with animated segments that auto-fade out after a duration.
Creates a visual particle effect for the Daywalker2 boss's swipe attack animation.
Manages scheduled or immediate entity removal with optional animation, sound, and pickup inhibition.
Provides a collection of mathematical easing functions for interpolating values over time, used for smooth animations and transitions.
Generates a transient visual and lighting effect that simulates an electric discharge, optionally binding to a target entity to produce a flashing tint effect.
Registers emote commands for players to perform animated and sound-based social gestures.
Manages time-based value interpolation (fading) between start and end values using custom setter callbacks.
A client-side FX prefab that visually represents a spinning fan wheel attached to an item, synchronized with networked spinning state and cleaned up via stategraph transitions.
Manages the casting of a fishing net by spawning and configuring a visualizer prefab to handle the animation and trajectory.
Creates and manages transient visual effect prefabs used during fossilization and fossil break animations in the game world.
A runtime script that defines and configures visual and audio effect entities in Don't Starve Together using AnimState, SoundEmitter, and periodic update tasks.
Displays a generic waiting indicator with a progressively animated progress ellipsis and optional cancel functionality.
Renders a visual overlay effect (light and animation) used during player ghost transformation sequences.
Defines global assets required for the game's frontend, UI, animations, shaders, fonts, and sound packages—serving as a shared dependency container for the entire game and modding system.
Manages staged growth progress for entities, supporting timed, paused, and sleep-aware growth with stage transitions and save/load persistence.
A one-time visual effect prefab that plays an ice-themed animation and then removes itself.
Renders and manages the interactive mystery box opening animation and item reveal flow, including animations, sound playback, and player input handling.
Displays a preview of items inside a loot box or bundle by animating and arranging item images in a grid.
Manages the visual representation and state updates of a virtual pet kitcoon in the game's UI, including animations, hunger/happiness statistics, and hibernation lifecycle.
Manages a dynamic UI canopy of animated leaf rows that respond to camera movement and player position to simulate overhead foliage.
Interpolates light properties (radius, intensity, falloff, colour) over time for an entity's attached light component.
Manages the visual loading screen UI, including animated background images and a dynamic ellipsis text effect during loading states.
Manages visual trail particle effects for lunar-related gameplay elements, playing an animated sequence with fade-out and optional callback support.
A one-shot visual effect prefab that plays a falling lunar hail animation sequence and recycles or destroys itself upon completion.
Manages the mad science lab structure's experimental crafting workflow, including stage progression, sound, and particle effects during recipe processing.
Manages the UI widget for the Magic Skin Collector NPC, handling visual appearance, speech bubbles, dialogue animations, and idle speech intervals.
Creates client-side visual effects for the Marionette stage actor's appearance and disappearance animations with fading and sound playback.
Manages sail state and forces for a boat mast, including furling/unfurling mechanics, physics interaction with the boat, and animation synchronization.
Controls a scripted narrative sequence where Maxwell appears, delivers dialogue, and disappears while Wilson is unconscious, restoring normal gameplay afterward.
Renders and animates the migration portal object, coordinating its visual state with the world migration system.
Manages the visual HUD widget displaying a player's current moisture level and change rate in Don't Starve Together.
A decorative environmental prop that spawns in the Caves and exhibits periodic idle animations with random movement animations.
Creates a one-time visual effect prefab for the breaking animation of moon altar components.
Tracks mouse movement relative to a joystick widget and triggers direction-specific animations for UI interaction.
Generates visual particle effects (smoke, sparks, embers) synchronized with the Nightsword weapon's attack animation.
Spawns particle effects synchronized with weapon attack animations for the Nightsword, emitting smoke, sparks, and embers during combat.
Manages the catching, storage, and release of ocean fish in a trawler net, including timing-based collection while sleeping, overflow handling, and animation synchronization.
Manages the visual overlay animation shown when a player is controlled by a parasite thrall effect.
A UI badge widget that displays an animated hunger indicator for a pet, extending the base badge with arrow animation support.
A visual and audio FX entity representing a pigtorch flame, using layered animation levels and integrated fire effects.
Manages the state and animation sequence of a marionette-based theatrical performance, including scene setup, actor control, crowd interaction, and synchronized audio effects.
Defines the script data for the "The Vault" stage play, including character costumes, soliloquy variations, and full play sequence with actor lines, animations, and timed actions.
Provides shared logic for player lifecycle management including death, resurrection, locomotion, actions, mini-map visibility, and commander/leader behaviors.
Spawns a particle effect for the pocketwatch weapon’s attack animation, emitting rotating sparkles with animated UVs and dynamic emission rates based on the owner’s state and movement.
Renders a floating numeric value above an entity or world position with animation and fading effects.
This component defines initialization and cleanup functions for applying and removing skins on various prefabs including structures, items, weapons, armor, hats, and pets, managing animation overrides, visual effects, sound effects, component states, and event listeners, with a factory function to register skin prefabs.
Manages animated transparency and shader parameters for projected visual effects on entities, such as fading in or out using an erosion shader.
Creates a heart-themed particle effect synced to an animation for the Reviver character’s Cupid skin.
Displays a circular progress meter on-screen, typically used to indicate time-based events such as buff durations or cooldowns, with support for fading and flashing animations.
Manages a set of four animated shadow footprints with fading opacity and randomized appearance for visual effects.
Displays a visual saving indicator with animation and text during world-saving operations.
Manages Abigail's state machine, including her idle, movement, attack, transform, and special behaviors (e.g., dash attacks and gestalt mode transitions).
Manages the state machine for an anchor entity’s tethered state transitions (raising/lowering) and visual/animation synchronization based on water depth.
Defines the state graph for the ant chovies entity, handling transitions between idle, caught-in-net, and released-from-net animation states.
Controls the idle and talking animations of the Jimbo character in a Balatro cabinet using timeout-based state transitions.
Manages the animation and sound state machine for a balloon held by an entity.
Manages the state machine and animation logic for beefalo entities, including movement, grazing, aggression, domestication, and life-cycle transitions.
Defines the state machine for the Bernie the bear character, handling animations, movement, sounds, and lifecycle transitions such as activation, taunting, hitting, and death.
State machine controller for Bernie Big boss entity, managing animations, sound cues, shadow transitions, and behavior states (idle, attack, death, etc.).
Manages the animation and combat-driven state transitions for the Big Shadow Tentacle entity during its appearance, idle surveillance, and attack cycles.
Defines the stategraph for the Birchnut Drake entity, governing its movement, combat, spawning, and subterranean behavior patterns.
Manages the visual states and animation lifecycle of boat bumper entities during placement, impact, and degradation.
Manages animation states and events for a boat cannon entity based on its ammo status and actions.
Defines the state machine for the boat magnet beacon entity, controlling animation transitions and behavior based on activation state.
Manages the visual state and animation sequence for the boat meter UI widget in DST.
Defines the state machine for a spectator dragonling entity during boat races, handling emotes, flight animations, and timed self-removal.
Controls the visual and audio state machine for the boatrace starting pillar entity in DST.
Manages the state machine for the boat rotator prop, controlling animation, sound, and transition flow between idle, placement, rotation, and power states.
Manages the state machine for the Bunnyman entity, handling idle, movement, combat, death, and special interactions like cheering and eating.
Manages the flight, idle, movement, and lifecycle state transitions for butterfly entities in DST.
Manages the animated behavior and transformation sequence of a poisoned canary in DST, including idle loops, hit reactions, explosion, and recovery into a normal canary.
Manages state machine behaviors for the Carnival Crowkid entity, including idle animations, snack eating, campfire sitting, minigame reactions, and reward giving during carnival events.
Defines the state graph for the carnival host entity, managing idle, flight, landing, talking, and announcement behaviors.
Manages the state machine for a herding game chick entity, controlling its idle, launched, arrival, and shutdown animations and behaviors during the summer event herding minigame.
Manages state transitions and visual/audio feedback for a memory card minigame prop during carnival events.
Defines the state machine and timeline logic for the Puck Drop carnival minigame station in DST.
Manages the animated behavior and state transitions of a carnival shooting target in response to game events such as round start, hit detection, and power state changes.
Defines the state machine and behavior logic for carrat entities, including movement, burrowing, racing animations, and interaction with race-related components.
Manages state transitions and animation logic for the Catcoon entity, including walking, idling, hairball vomiting, pouncing attacks, and rain-triggered homing behavior.
Defines the state machine for the Charlie (statue mask) stage post entity, controlling its animation states, sound playback, and transition logic during cutscenes.
Manages the state machine for the Crab King's claw entity, handling transitions between idle, emerge, submerge, attack, hit, and death states, including AI-driven actions and animation synchronization with a shadow entity.
Defines the animation state machine and behavior logic for the Bulbin critter entity.
Provides reusable state and event definitions for critter entity stategraphs.
Defines the state machine and emote behaviors for the dragonling critter, including flight animations, sleep states, combat readiness, and interaction sounds.
Defines the state graph and behavior for the Eye of Terror critter, including animation states, sound triggers, and flying mechanics.
Defines the state graph for the Glomling creature, managing animations, sounds, and behavior states such as idle, eat, sleep, and combat emotes.
Defines the state graph for the kitten critter, orchestrating its idle behavior, emotes, locomotion, and combat interactions through state transitions and sound timelines.
Defines the state graph and behavioral logic for the lamb critter, including movement, idle, eating, sleeping, emotes, and sound playback.
Defines the state graph for the lunarmothling critter, managing its animations, sounds, and behavioral states (idle, walk, sleep, eat, etc.) in Don't Starve Together.
Defines the stategraph and behavior for the Perdling critter, handling movement, emotes, eating, and interaction animations.
Defines the state graph and behavioral animations for the Puppy critter, including idle, walk, sleep, eat, and combat-related states.
Stategraph component managing Daywalker2 entity behavior, including attack chains (laser, cannon, tackle, pounce), rummaging, throwing junk, taunting, and defeat states.
Defines the state machine for deciduous tree entities, controlling animations and behavior during aggressive idle, chopping, burning, and electrocution states.
Defines the state machine for the Eye Turret entity, managing idle, attack, hit, and death animations and behaviors.
Manages the animation and timing states for placing and drilling with the Farm Plow entity.
Manages state transitions and animation playback for an electric fence entity during connection, disconnection, idle, placement, and hit states.
Manages the state machine for the Fire Suppressor structure, handling its startup, idle, spinning, and extinguishing animations and sounds.
Defines the state graph for controlling a fissure entity's on/off idle states with timed transitions.
Manages state transitions and behavior for the Gelatinous Blob entity, including spawning, shrinking/growing, and death animations.
Defines the state machine for the Gingerbread Pig character, controlling movement, idle, and death animations and behaviors.
Manages the state machine for the Grass Gekko creature, handling locomotion transitions, tail drop mechanics, and integration with common combat and environmental states.
Manages state transitions, animations, and AI behavior for the hermit crab entity in Don't Starve Together.
Defines the state machine for a hermit crab–operated teashop building, handling idle, hit, and placement animation states.
Manages the complete state machine for hound-type entities, handling movement, combat, eating, howl-based spawning, transformations (clay/statue), and special states (frozen, electrocuted, moonbase mining).
Defines the state machine for the Kitcoon pet, handling idle behaviors, play animations, nuzzling, evictions, and interaction states with other entities.
Manages the animation and state behavior for the Koalefant creature, including idle, movement, attack, and death states.
Manages the state machine for the Krampus character, handling idle, attack, hit, taunt, steal, hammer, death, and exit behaviors using animation, sound, and combat systems.
Manages state transitions and animations for the lightflier creature, handling idle movement, actions, startled reactions, and sleep-related flying behavior.
Defines the state machine behavior for the Lightning Goat, handling movement, taunting, combat, and electrocution mechanics via discrete animation-triggered states.
Manages state transitions and animations for the Lure Plant entity, handling phases such as emergence, hiding, bait display, hit responses, and death.
Manages the state machine for the Mandrake entity, handling animations, sounds, and transitions for idle movement, being picked/planted, being hit, and death.
Manages the state machine for Merm characters, including idle behaviors, transformations, combat, and special animations for lunar or shadow variants.
Defines the state machine and animation-driven behavior for the Merm King character, including idle, eating, trade, guard summoning, and item-swap states.
Defines the state machine for the Mighty Gym prop's animation and interaction logic.
Defines the state machine and behavior logic for the mole creature, handling movement, burrowing, stealing items, and reacting to threats.
Manages the state machine and animation/sound behavior for the Moon Dial structure in DST, including phase transitions, glassing effects, and crafting interactions.
Stategraph for the Moose/Moosegoose entity that manages movement, Idle, combat (including disarm), egg-laying, flying, and death animations via state transitions and event handling.
Manages state transitions and behavioral logic for the Mossling character, including idle, eating, flying, spinning attacks, and death animations.
Controls the animation, sound, and state transitions for multiplayer portal entities, including spawn, construction, and idle phases.
Manages animation, sound, and visibility states for the nightmare rock entity during raising, lowering, concealing, and revealing operations.
Manages animation and sound playback states for the ocean trawler entity based on its state (e.g., idle, raised, lowered) and container contents.
Defines the state machine for the Otter character, handling movement, eating, combat, actions, and amphibious transitions in Don't Starve Together.
Manages the state machine behavior for penguin entities, handling locomotion, eating, attacking, death, and seasonal movement animations.
Defines the state machine for pig entities, handling animations, actions (movement, combat, eating, sleeping), and state transitions during various game events.
Defines the full state machine and behavior logic for Pig Elites, including movement, combat, minigame interactions, and match-end sequences.
Defines the state machine for the Pig Elite Fighter entity, handling movement, combat, idle, spawn-in, and despawn behaviors.
Stategraph defining the animation, movement, and behavioral logic for the Polly Rogers NPC entity, including ground idle states, flight transitions, death, and electrocute responses.
Defines the state graph and AI behavior for a test version of the Powder Monkey character, handling movement, combat, idle animations, and interaction states.
Manages the state machine for the rabbit prefab, handling movement (idle, hop, run), actions (eating, performing buffered actions), damage states (hit, stunned, trapped), and death transitions.
Manages the state machine and behavior of the Salty Dog character, including movement, summoning, desummoning, interactions, and salt-shaking animations.
Manages the animation, sound, and state transitions for the Shadow Trap entity during spawning, idling, activation, and dispelling phases.
Defines the state machine and animation logic for the Shadow Tentacle entity, handling idle, taunt, attack, and death states with combat-triggered transitions.
Manages water-based locomotion states for a shark-like entity, handling swimming, walking, and running animations with sound and wake effects.
Manages the state machine for the Small Bird entity, controlling animations, sounds, and behavior transitions such as idle, attack, death, and growth phases.
Defines the state graph for the SmallGhost entity, governing its behavior, animations, and interactions such as idle states, quest progression, and toy-related actions.
Controls the behavior state machine for the Spat entity, handling idle animations, combat attacks, sound-based actions like bellowing, and transitions between movement, grazing, and attack states.
Defines the state machine behavior for spore-based entities (e.g., Tall Spore) in DST, managing flight, idle, takeoff, landing, and death states.
Defines the state machine for the Stageusher character, managing transitions between idle, sitting/standing, walking, attacking, and extinguishing states based on animation events and component interactions.
Manages the stalker entity's state machine, including movement, combat, summoned actions, mind control, and death, with integrated audiovisual feedback and networkable behavior.
Manages state transitions and animations for a small tentacle arm entity in combat, emergence, retraction, and death behaviors.
Manages the visual and behavioral states of a trap entity, including idle, sprung, full (with loot), and empty states.
Manages the high-level behavior and state transitions of the Wagboss Robot boss entity, including attack selection, projectile targeting, AOEs, and camera effects.
Manages the rolling state behavior of the wagdrone entity, including spinning attacks, recoil, work interactions, and state transitions.
Manages the animation and state transitions for a ship's walking plank entity in DST.
Manages the state machine for the Walrus character, handling movement, combat, animation, and behavioral transitions.
Controls the state machine behavior for the Wandering Trader, managing movement, trading, revelation, concealment, and teleportation states.
Manages the rise, idle, and lower animation sequence for wave-type environmental entities such as spires or platforms that appear and disappear over time.
Defines a state machine for medium-sized ocean wave entities that rise, idle briefly, and then lower and remove themselves.
Manages state transitions and animation control for Wavey Jones' mechanical hand entity, coordinating locomotion, actions, and trap responses.
Manages animation state transitions and sound events for Wavey Jones' art hand entity during various behaviors such as idle, moving, attacking, and reacting to danger.
Manages the state machine for the Werepig character, handling animations, movement, combat, and transformation between pig and werepig forms.
Manages the player character's state graph, coordinating animations, physics, component interactions, and input handling for movement, combat, actions, and transformations.
Manages client-side state graph behavior for Wilson's player, including movement prediction, animation selection, sound playback, and channel-cast prediction logic.
Defines the state machine for Wolfgang’s gym workout sequences, including lift success, failure, and loop states, while interacting with mightiness and gym components.
Defines the state machine logic for winch entities, handling transitions between raised, lowered, raising, and lowering states based on animation events and component interactions.
Manages state transitions and animations for the Wobster creature during ocean fishing interactions, including hook escape, launch, and movement states.
Manages the state graph for the Big Woby creature, controlling its animations, locomotion, and interactions during gameplay.
Manages state transitions and animation control for the tail segment of the Worm Boss entity in Don't Starve Together.
Defines the state machine for a wormhole entity, managing idle, opening, open, and closing animation states and layering.
Manages state transitions and animations for a limited-functionality wormhole entity, such as opening, closing, idle, and death states.
Controls the state machine for the Carrat character in DST, handling idle, movement, pickup/give actions, and death behaviors.
Defines the state machine for the Wormwood Fruit Dragon entity, handling idle, attack, movement, and status-affected behaviors.
Manages the state machine and animations for the WX-78 scanner prefab during deployment, scanning, and removal operations.
Controls the state machine and animations of the YOTB (Year of the Beginning) stage booth entity, handling transitions between idle, open, talk, and prize-throwing states.
Manages animated shatter effects for an entity by cycling through pre-defined animation sequences based on a numeric level.
Manages the dynamic shadeoverride state for an entity's animation based on its sheltered status, with smooth interpolation between exposed and sheltered values.
Manages smooth scaling transitions (tweening) of an entity's visual size over time.
Manages the visual toast UI element for skill point notifications in the player HUD, animating appearance/disappearance and handling controller focus and interaction.
A UI widget that manages the Skin Collector character's appearance, speech bubbles, animations, and dialogue logic during the skin trading mini-game.
Manages wearable equipment slots (body, feet, head, horn, tail) and skin application for beefalo entities.
Manages character appearance and animation playback for skin customization UI, including idle emotes, clothing changes, and skin-specific animations.
Creates a non-networked, one-frame visual effect (particle/animation) for spiderweb splash impacts, used exclusively on the client.
Creates short-lived, client-side visual and audio effect prefabs for the Spooked event's spider and worm spawn animations.
Manages animated light effects for staff casting abilities, fading the light over time before automatically removing itself.
Creates temporary visual FX entities for spellcasting animations using staff, coin toss, and pocketwatch animations.
Manages state machines for entities, including state transitions, event handling, timelines, and networking support for client prediction in DST.
Dynamically scales an entity along its facing axis to match the distance to a target entity, commonly used for stretchy visual effects like slingshots or elastic attachments.
Displays a pop-up screen to players upon receiving skin rewards, handling animation, item navigation, and gift redemption flow.
Manages the behavior and animation of the Town Portal Talisman item, which links two portals for teleportation and updates state based on inventory and connection status.
Manages animation timelines for UI widgets, including tint, scale, position, and rotation transitions.
Provides a UI-specific animation state wrapper for entities used in the UI system.
A UI button widget that plays back animations based on its state (idle, focus, disabled, down, selected).
A networked, animated wall entity that can be extended or retracted in response to game events, commonly used in the Wagpunk-themed environmental mechanics.
A UI animation widget that displays a visual distance meter using the `wagstaff_armor_target` build and animation.
Renders a background overlay animation used in the Wagpunk UI.
Provides utilities for creating waxed plant prefabs and converting existing plants into waxed variants with configurable appearance and behavior.
Generates prefabs for plants and trees with waxed appearances, providing animation, physics, and behavior configurations for a variety of flora.
Manages the visual overlay animation for Wendy's flower pendant during specific gameplay states.
Provides a foundational UI widget class with layout, focus, animation, and event management for frontend screens.
Serves as a temporary visual and functional spawn proxy for Wormwood’s pet transformation ability, handling the animation, sound, and delayed spawning of the actual pet prefab after a fixed delay.
Creates particle FX entities for Wortox's portal jump-in and jump-out animations.
Generates visual and audio effect prefabs for Wurt's planar casting abilities, supporting both ground and mounted variants.
Manages the display and animation of the Year of the Boar (YOTB) gift toast UI element, including controller help text and visibility logic based on game state and player input.