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214 docs tagged with "animation"

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Accountitemframe

Manages the visual state and animation of an account item frame UI widget, including appearance based on item properties, ownership, and interaction state.

AmphibiousCreature

Manages automatic swimming state and animation bank switching for entities that transition between land and water tiles.

Anchor

Manages the raising and lowering state of an anchor attached to a boat, handling drag physics, animation timing, and multiplayer coordination via sailor tasks.

Ancient Husks

Defines the prefab data and initialization logic for ancient husk statues, including identity-specific animations and physics properties.

Animbutton

A specialized button widget that displays an animated visual instead of static text, typically used for interactive UI elements with dynamic feedback.

Animspinner

A UI widget that displays an animated visual indicator for spinner selections, allowing runtime replacement of animation symbols for skinning or item preview.

Announcementwidget

Renders and animates announcement messages with optional icons, text, and fade-out effects.

Atrium Fence

Controls the dynamic opening and closing behavior of an atrium fence based on player proximity and power state.

Balatro Util

Provides shared constants, data encoding utilities, and light animation management for the Balatro minigame system.

Balloon Held Child

Manages network synchronization and client-side animation of a held balloon prop attached to an entity.

Birdcage

Manages the behavior of a birdcage that houses birds, handles feeding, interaction, sleeping cycles, and loot generation based on bird state and food type.

Book Fx

Generates reusable prefab prefabs for book-related visual effect entities used in spellcasting animations.

Carnivalgameshooter

Manages the aiming and shooting mechanics for the carnival shooting mini-game, controlling projectile launch parameters and aim animation.

Carrot Spinner

A visualFX entity that fades in and out over time, typically attached to a player or object to indicate a temporary status effect.

Cavein Boulder

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.

Charlie Lecturn

Manages thelecturn's visual and functional state as a structure that holds a playbill stage entity and supports page-turning animations and idle behavior.

Chatqueue

Manages the display and animation of a scrolling chat message queue in the UI.

Circler

Positions and animates an entity in a circular orbit around a target entity, modulating speed and scale using sine-based interpolation.

Colourtweener

Animates an entity's colour over time using linear interpolation.

Commonstates

Provides reusable state definitions and event handlers for common entity behaviors such as movement, sleep, freezing, electrocution, death, and hopping.

Custombuildmanager

Manages visual symbol overrides for entity build groups, allowing dynamic replacement of animation symbols based on current build configuration.

Damp Trail

Renders a visual trail effect with animated segments that auto-fade out after a duration.

Daywalker2 Fx

Creates a visual particle effect for the Daywalker2 boss's swipe attack animation.

Disappears

Manages scheduled or immediate entity removal with optional animation, sound, and pickup inhibition.

Easing

Provides a collection of mathematical easing functions for interpolating values over time, used for smooth animations and transitions.

Electric Charged Fx

Generates a transient visual and lighting effect that simulates an electric discharge, optionally binding to a target entity to produce a flashing tint effect.

Emotes

Registers emote commands for players to perform animated and sound-based social gestures.

Fader

Manages time-based value interpolation (fading) between start and end values using custom setter callbacks.

Fan Wheel

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.

Fishingnet

Manages the casting of a fishing net by spawning and configuring a visualizer prefab to handle the animation and trajectory.

Fossilized Fx

Creates and manages transient visual effect prefabs used during fossilization and fossil break animations in the game world.

Fx

A runtime script that defines and configures visual and audio effect entities in Don't Starve Together using AnimState, SoundEmitter, and periodic update tasks.

Genericwaitingpopup

Displays a generic waiting indicator with a progressively animated progress ellipsis and optional cancel functionality.

Ghost Transform Overlay Fx

Renders a visual overlay effect (light and animation) used during player ghost transformation sequences.

Global

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.

Growable

Manages staged growth progress for entities, supporting timed, paused, and sleep-aware growth with stage transitions and save/load persistence.

Ice Splash

A one-time visual effect prefab that plays an ice-themed animation and then removes itself.

ItemBoxOpenerPopup

Renders and manages the interactive mystery box opening animation and item reveal flow, including animations, sound playback, and player input handling.

Itemboxpreviewer

Displays a preview of items inside a loot box or bundle by animating and arranging item images in a grid.

KitcoonPuppet

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.

Leafcanopy

Manages a dynamic UI canopy of animated leaf rows that respond to camera movement and player position to simulate overhead foliage.

Lighttweener

Interpolates light properties (radius, intensity, falloff, colour) over time for an entity's attached light component.

Loadingwidget

Manages the visual loading screen UI, including animated background images and a dynamic ellipsis text effect during loading states.

Lunar Goop Trail Fx

Manages visual trail particle effects for lunar-related gameplay elements, playing an animated sequence with fade-out and optional callback support.

Lunarhaildrop

A one-shot visual effect prefab that plays a falling lunar hail animation sequence and recycles or destroys itself upon completion.

Madscience Lab

Manages the mad science lab structure's experimental crafting workflow, including stage progression, sound, and particle effects during recipe processing.

Magicskincollector

Manages the UI widget for the Magic Skin Collector NPC, handling visual appearance, speech bubbles, dialogue animations, and idle speech intervals.

Marionette Fx

Creates client-side visual effects for the Marionette stage actor's appearance and disappearance animations with fading and sound playback.

Mast

Manages sail state and forces for a boat mast, including furling/unfurling mechanics, physics interaction with the boat, and animation synchronization.

Maxwellintro

Controls a scripted narrative sequence where Maxwell appears, delivers dialogue, and disappears while Wilson is unconscious, restoring normal gameplay afterward.

Migration Portal

Renders and animates the migration portal object, coordinating its visual state with the world migration system.

Moisturemeter

Manages the visual HUD widget displaying a player's current moisture level and change rate in Don't Starve Together.

Monkeypillar

A decorative environmental prop that spawns in the Caves and exhibits periodic idle animations with random movement animations.

Moon Altar Break

Creates a one-time visual effect prefab for the breaking animation of moon altar components.

Mousetracker

Tracks mouse movement relative to a joystick widget and triggers direction-specific animations for UI interaction.

Nightsword Curve Fx

Generates visual particle effects (smoke, sparks, embers) synchronized with the Nightsword weapon's attack animation.

Nightsword Sharp Fx

Spawns particle effects synchronized with weapon attack animations for the Nightsword, emitting smoke, sparks, and embers during combat.

Oceantrawler

Manages the catching, storage, and release of ocean fish in a trawler net, including timing-based collection while sleeping, overflow handling, and animation synchronization.

Parasitethrallover

Manages the visual overlay animation shown when a player is controlled by a parasite thrall effect.

Pethungerbadge

A UI badge widget that displays an animated hunger indicator for a pet, extending the base badge with arrow animation support.

Pigtorch Flame

A visual and audio FX entity representing a pigtorch flame, using layered animation levels and integrated fire effects.

Play The Doll

Manages the state and animation sequence of a marionette-based theatrical performance, including scene setup, actor control, crowd interaction, and synchronized audio effects.

Play The Vault

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.

Player Common Extensions

Provides shared logic for player lifecycle management including death, resurrection, locomotion, actions, mini-map visibility, and commander/leader behaviors.

Pocketwatch Weapon Fx

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.

PopupNumber

Renders a floating numeric value above an entity or world position with animation and fading effects.

Prefabskin

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.

Projectedeffects

Manages animated transparency and shader parameters for projected visual effects on entities, such as fading in or out using an erosion shader.

Reviver Cupid Beat Fx

Creates a heart-themed particle effect synced to an animation for the Reviver character’s Cupid skin.

RingMeter

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.

Saddle Shadow Footprints

Manages a set of four animated shadow footprints with fading opacity and randomized appearance for visual effects.

Savingindicator

Displays a visual saving indicator with animation and text during world-saving operations.

Sgabigail

Manages Abigail's state machine, including her idle, movement, attack, transform, and special behaviors (e.g., dash attacks and gestalt mode transitions).

Sganchor

Manages the state machine for an anchor entity’s tethered state transitions (raising/lowering) and visual/animation synchronization based on water depth.

Sgantchovies

Defines the state graph for the ant chovies entity, handling transitions between idle, caught-in-net, and released-from-net animation states.

Sgbalatro Machine

Controls the idle and talking animations of the Jimbo character in a Balatro cabinet using timeout-based state transitions.

Sgballoonheld

Manages the animation and sound state machine for a balloon held by an entity.

Sgbeefalo

Manages the state machine and animation logic for beefalo entities, including movement, grazing, aggression, domestication, and life-cycle transitions.

Sgbernie

Defines the state machine for the Bernie the bear character, handling animations, movement, sounds, and lifecycle transitions such as activation, taunting, hitting, and death.

Sgberniebig

State machine controller for Bernie Big boss entity, managing animations, sound cues, shadow transitions, and behavior states (idle, attack, death, etc.).

Sgbigshadowtentacle

Manages the animation and combat-driven state transitions for the Big Shadow Tentacle entity during its appearance, idle surveillance, and attack cycles.

Sgbirchnutdrake

Defines the stategraph for the Birchnut Drake entity, governing its movement, combat, spawning, and subterranean behavior patterns.

Sgboatbumper

Manages the visual states and animation lifecycle of boat bumper entities during placement, impact, and degradation.

Sgboatcannon

Manages animation states and events for a boat cannon entity based on its ammo status and actions.

Sgboatmagnetbeacon

Defines the state machine for the boat magnet beacon entity, controlling animation transitions and behavior based on activation state.

Sgboatmeter

Manages the visual state and animation sequence for the boat meter UI widget in DST.

Sgboatrace Spectator Dragonling

Defines the state machine for a spectator dragonling entity during boat races, handling emotes, flight animations, and timed self-removal.

Sgboatrace Start

Controls the visual and audio state machine for the boatrace starting pillar entity in DST.

Sgboatrotator

Manages the state machine for the boat rotator prop, controlling animation, sound, and transition flow between idle, placement, rotation, and power states.

Sgbunnyman

Manages the state machine for the Bunnyman entity, handling idle, movement, combat, death, and special interactions like cheering and eating.

Sgbutterfly

Manages the flight, idle, movement, and lifecycle state transitions for butterfly entities in DST.

Sgcanarypoisoned

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.

Sgcarnival Crowkid

Manages state machine behaviors for the Carnival Crowkid entity, including idle animations, snack eating, campfire sitting, minigame reactions, and reward giving during carnival events.

Sgcarnival Host

Defines the state graph for the carnival host entity, managing idle, flight, landing, talking, and announcement behaviors.

Sgcarnivalgame Herding Chick

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.

Sgcarnivalgame Memory Card

Manages state transitions and visual/audio feedback for a memory card minigame prop during carnival events.

Sgcarnivalgame Shooting Target

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.

Sgcarrat

Defines the state machine and behavior logic for carrat entities, including movement, burrowing, racing animations, and interaction with race-related components.

Sgcatcoon

Manages state transitions and animation logic for the Catcoon entity, including walking, idling, hairball vomiting, pouncing attacks, and rain-triggered homing behavior.

Sgcharlie Stage Post

Defines the state machine for the Charlie (statue mask) stage post entity, controlling its animation states, sound playback, and transition logic during cutscenes.

Sgcrabkingclaw

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.

Sgcritter Bulbin

Defines the animation state machine and behavior logic for the Bulbin critter entity.

Sgcritter Common

Provides reusable state and event definitions for critter entity stategraphs.

Sgcritter Dragonling

Defines the state machine and emote behaviors for the dragonling critter, including flight animations, sleep states, combat readiness, and interaction sounds.

Sgcritter Eyeofterror

Defines the state graph and behavior for the Eye of Terror critter, including animation states, sound triggers, and flying mechanics.

Sgcritter Glomling

Defines the state graph for the Glomling creature, managing animations, sounds, and behavior states such as idle, eat, sleep, and combat emotes.

Sgcritter Kitten

Defines the state graph for the kitten critter, orchestrating its idle behavior, emotes, locomotion, and combat interactions through state transitions and sound timelines.

Sgcritter Lamb

Defines the state graph and behavioral logic for the lamb critter, including movement, idle, eating, sleeping, emotes, and sound playback.

Sgcritter Lunarmothling

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.

Sgcritter Perdling

Defines the stategraph and behavior for the Perdling critter, handling movement, emotes, eating, and interaction animations.

Sgcritter Puppy

Defines the state graph and behavioral animations for the Puppy critter, including idle, walk, sleep, eat, and combat-related states.

Sgdaywalker2

Stategraph component managing Daywalker2 entity behavior, including attack chains (laser, cannon, tackle, pounce), rummaging, throwing junk, taunting, and defeat states.

Sgdeciduoustree

Defines the state machine for deciduous tree entities, controlling animations and behavior during aggressive idle, chopping, burning, and electrocution states.

Sgeyeturret

Defines the state machine for the Eye Turret entity, managing idle, attack, hit, and death animations and behaviors.

Sgfarmplow

Manages the animation and timing states for placing and drilling with the Farm Plow entity.

Sgfence Electric

Manages state transitions and animation playback for an electric fence entity during connection, disconnection, idle, placement, and hit states.

Sgfiresuppressor

Manages the state machine for the Fire Suppressor structure, handling its startup, idle, spinning, and extinguishing animations and sounds.

Sgfissure

Defines the state graph for controlling a fissure entity's on/off idle states with timed transitions.

Sggelblob

Manages state transitions and behavior for the Gelatinous Blob entity, including spawning, shrinking/growing, and death animations.

Sggingerdeadpig

Defines the state machine for the Gingerbread Pig character, controlling movement, idle, and death animations and behaviors.

Sggrassgekko

Manages the state machine for the Grass Gekko creature, handling locomotion transitions, tail drop mechanics, and integration with common combat and environmental states.

Sghermitcrab

Manages state transitions, animations, and AI behavior for the hermit crab entity in Don't Starve Together.

Sghermitcrab Teashop

Defines the state machine for a hermit crab–operated teashop building, handling idle, hit, and placement animation states.

Sghound

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).

Sgkitcoon

Defines the state machine for the Kitcoon pet, handling idle behaviors, play animations, nuzzling, evictions, and interaction states with other entities.

Sgkoalefant

Manages the animation and state behavior for the Koalefant creature, including idle, movement, attack, and death states.

Sgkrampus

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.

Sglightflier

Manages state transitions and animations for the lightflier creature, handling idle movement, actions, startled reactions, and sleep-related flying behavior.

Sglightninggoat

Defines the state machine behavior for the Lightning Goat, handling movement, taunting, combat, and electrocution mechanics via discrete animation-triggered states.

Sglureplant

Manages state transitions and animations for the Lure Plant entity, handling phases such as emergence, hiding, bait display, hit responses, and death.

Sgmandrake

Manages the state machine for the Mandrake entity, handling animations, sounds, and transitions for idle movement, being picked/planted, being hit, and death.

Sgmerm

Manages the state machine for Merm characters, including idle behaviors, transformations, combat, and special animations for lunar or shadow variants.

Sgmermking

Defines the state machine and animation-driven behavior for the Merm King character, including idle, eating, trade, guard summoning, and item-swap states.

Sgmighty Gym

Defines the state machine for the Mighty Gym prop's animation and interaction logic.

Sgmole

Defines the state machine and behavior logic for the mole creature, handling movement, burrowing, stealing items, and reacting to threats.

Sgmoondial

Manages the state machine and animation/sound behavior for the Moon Dial structure in DST, including phase transitions, glassing effects, and crafting interactions.

Sgmoose

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.

Sgmossling

Manages state transitions and behavioral logic for the Mossling character, including idle, eating, flying, spinning attacks, and death animations.

Sgmultiplayerportal

Controls the animation, sound, and state transitions for multiplayer portal entities, including spawn, construction, and idle phases.

Sgnightmarerock

Manages animation, sound, and visibility states for the nightmare rock entity during raising, lowering, concealing, and revealing operations.

Sgoceantrawler

Manages animation and sound playback states for the ocean trawler entity based on its state (e.g., idle, raised, lowered) and container contents.

Sgotter

Defines the state machine for the Otter character, handling movement, eating, combat, actions, and amphibious transitions in Don't Starve Together.

Sgpenguin

Manages the state machine behavior for penguin entities, handling locomotion, eating, attacking, death, and seasonal movement animations.

Sgpig

Defines the state machine for pig entities, handling animations, actions (movement, combat, eating, sleeping), and state transitions during various game events.

Sgpigelite

Defines the full state machine and behavior logic for Pig Elites, including movement, combat, minigame interactions, and match-end sequences.

Sgpigelitefighter

Defines the state machine for the Pig Elite Fighter entity, handling movement, combat, idle, spawn-in, and despawn behaviors.

Sgpolly Rogers

Stategraph defining the animation, movement, and behavioral logic for the Polly Rogers NPC entity, including ground idle states, flight transitions, death, and electrocute responses.

Sgpowdermonkey Test

Defines the state graph and AI behavior for a test version of the Powder Monkey character, handling movement, combat, idle animations, and interaction states.

Sgrabbit

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.

Sgsalty Dog

Manages the state machine and behavior of the Salty Dog character, including movement, summoning, desummoning, interactions, and salt-shaking animations.

Sgshadow Trap

Manages the animation, sound, and state transitions for the Shadow Trap entity during spawning, idling, activation, and dispelling phases.

Sgshadowtentacle

Defines the state machine and animation logic for the Shadow Tentacle entity, handling idle, taunt, attack, and death states with combat-triggered transitions.

Sgsharkboi Water

Manages water-based locomotion states for a shark-like entity, handling swimming, walking, and running animations with sound and wake effects.

Sgsmallbird

Manages the state machine for the Small Bird entity, controlling animations, sounds, and behavior transitions such as idle, attack, death, and growth phases.

Sgsmallghost

Defines the state graph for the SmallGhost entity, governing its behavior, animations, and interactions such as idle states, quest progression, and toy-related actions.

Sgspat

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.

Sgspore

Defines the state machine behavior for spore-based entities (e.g., Tall Spore) in DST, managing flight, idle, takeoff, landing, and death states.

Sgstageusher

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.

Sgstalker

Manages the stalker entity's state machine, including movement, combat, summoned actions, mind control, and death, with integrated audiovisual feedback and networkable behavior.

Sgtentacle Arm

Manages state transitions and animations for a small tentacle arm entity in combat, emergence, retraction, and death behaviors.

Sgtrap

Manages the visual and behavioral states of a trap entity, including idle, sprung, full (with loot), and empty states.

Sgwagboss Robot

Manages the high-level behavior and state transitions of the Wagboss Robot boss entity, including attack selection, projectile targeting, AOEs, and camera effects.

Sgwagdrone Rolling

Manages the rolling state behavior of the wagdrone entity, including spinning attacks, recoil, work interactions, and state transitions.

Sgwalkingplank

Manages the animation and state transitions for a ship's walking plank entity in DST.

Sgwalrus

Manages the state machine for the Walrus character, handling movement, combat, animation, and behavioral transitions.

Sgwanderingtrader

Controls the state machine behavior for the Wandering Trader, managing movement, trading, revelation, concealment, and teleportation states.

Sgwave

Manages the rise, idle, and lower animation sequence for wave-type environmental entities such as spires or platforms that appear and disappear over time.

Sgwave Med

Defines a state machine for medium-sized ocean wave entities that rise, idle briefly, and then lower and remove themselves.

Sgwaveyjoneshand

Manages state transitions and animation control for Wavey Jones' mechanical hand entity, coordinating locomotion, actions, and trap responses.

Sgwaveyjoneshand Art

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.

Sgwerepig

Manages the state machine for the Werepig character, handling animations, movement, combat, and transformation between pig and werepig forms.

Sgwilson

Manages the player character's state graph, coordinating animations, physics, component interactions, and input handling for movement, combat, actions, and transformations.

Sgwilson Client

Manages client-side state graph behavior for Wilson's player, including movement prediction, animation selection, sound playback, and channel-cast prediction logic.

Sgwilson Gymstates

Defines the state machine for Wolfgang’s gym workout sequences, including lift success, failure, and loop states, while interacting with mightiness and gym components.

Sgwinch

Defines the state machine logic for winch entities, handling transitions between raised, lowered, raising, and lowering states based on animation events and component interactions.

Sgwobster

Manages state transitions and animations for the Wobster creature during ocean fishing interactions, including hook escape, launch, and movement states.

Sgwobybig

Manages the state graph for the Big Woby creature, controlling its animations, locomotion, and interactions during gameplay.

Sgworm Boss Tail

Manages state transitions and animation control for the tail segment of the Worm Boss entity in Don't Starve Together.

Sgwormhole

Defines the state machine for a wormhole entity, managing idle, opening, open, and closing animation states and layering.

Sgwormhole Limited

Manages state transitions and animations for a limited-functionality wormhole entity, such as opening, closing, idle, and death states.

Sgwormwood Carrat

Controls the state machine for the Carrat character in DST, handling idle, movement, pickup/give actions, and death behaviors.

Sgwormwood Fruitdragon

Defines the state machine for the Wormwood Fruit Dragon entity, handling idle, attack, movement, and status-affected behaviors.

Sgwx78 Scanner

Manages the state machine and animations for the WX-78 scanner prefab during deployment, scanning, and removal operations.

Sgyotb Stage

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.

Shatterfx

Manages animated shatter effects for an entity by cycling through pre-defined animation sequences based on a numeric level.

Sheltered Replica

Manages the dynamic shadeoverride state for an entity's animation based on its sheltered status, with smooth interpolation between exposed and sheltered values.

Sizetweener

Manages smooth scaling transitions (tweening) of an entity's visual size over time.

Skilltreetoast

Manages the visual toast UI element for skill point notifications in the player HUD, animating appearance/disappearance and handling controller focus and interaction.

SkinCollector

A UI widget that manages the Skin Collector character's appearance, speech bubbles, animations, and dialogue logic during the skin trading mini-game.

Skinner Beefalo

Manages wearable equipment slots (body, feet, head, horn, tail) and skin application for beefalo entities.

Skinspuppet

Manages character appearance and animation playback for skin customization UI, including idle emotes, clothing changes, and skin-specific animations.

Splash Spiderweb

Creates a non-networked, one-frame visual effect (particle/animation) for spiderweb splash impacts, used exclusively on the client.

Spooked Fx

Creates short-lived, client-side visual and audio effect prefabs for the Spooked event's spider and worm spawn animations.

Staff Castinglight

Manages animated light effects for staff casting abilities, fading the light over time before automatically removing itself.

Staffcastfx

Creates temporary visual FX entities for spellcasting animations using staff, coin toss, and pocketwatch animations.

Stategraph

Manages state machines for entities, including state transitions, event handling, timelines, and networking support for client prediction in DST.

Stretcher

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.

Thankyoupopup

Displays a pop-up screen to players upon receiving skin rewards, handling animation, item navigation, and gift redemption flow.

Townportaltalisman

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.

Uianim

Manages animation timelines for UI widgets, including tint, scale, position, and rotation transitions.

Uianim

Provides a UI-specific animation state wrapper for entities used in the UI system.

Uianimbutton

A UI button widget that plays back animations based on its state (idle, focus, disabled, down, selected).

Wagpunk Cagewall

A networked, animated wall entity that can be extended or retracted in response to game events, commonly used in the Wagpunk-themed environmental mechanics.

Wagpunkui Distmeter

A UI animation widget that displays a visual distance meter using the `wagstaff_armor_target` build and animation.

Waxed Plant Common

Provides utilities for creating waxed plant prefabs and converting existing plants into waxed variants with configurable appearance and behavior.

Waxed Plants

Generates prefabs for plants and trees with waxed appearances, providing animation, physics, and behavior configurations for a variety of flora.

WendyFlowerOver

Manages the visual overlay animation for Wendy's flower pendant during specific gameplay states.

Widget

Provides a foundational UI widget class with layout, focus, animation, and event management for frontend screens.

Wormwood Mutantproxy

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.

Wortox Portal Fx

Creates particle FX entities for Wortox's portal jump-in and jump-out animations.

Wurt Casting Fx

Generates visual and audio effect prefabs for Wurt's planar casting abilities, supporting both ground and mounted variants.

Yotbtoast

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.