AmphibiousCreature
Manages automatic swimming state and animation bank switching for entities that transition between land and water tiles.
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.
Manages the aiming and shooting mechanics for the carnival shooting mini-game, controlling projectile launch parameters and aim animation.
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.
Manages visual symbol overrides for entity build groups, allowing dynamic replacement of animation symbols based on current build configuration.
Manages scheduled or immediate entity removal with optional animation, sound, and pickup inhibition.
Manages time-based value interpolation (fading) between start and end values using custom setter callbacks.
Manages the casting of a fishing net by spawning and configuring a visualizer prefab to handle the animation and trajectory.
Manages staged growth progress for entities, supporting timed, paused, and sleep-aware growth with stage transitions and save/load persistence.
Interpolates light properties (radius, intensity, falloff, colour) over time for an entity's attached light component.
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.
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 animated transparency and shader parameters for projected visual effects on entities, such as fading in or out using an erosion shader.
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 wearable equipment slots (body, feet, head, horn, tail) and skin application for beefalo entities.
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.
Manages animation timelines for UI widgets, including tint, scale, position, and rotation transitions.