Sgdeciduoustree
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 deciduous tree entities, controlling animations and behavior during aggressive idle, chopping, burning, and electrocution states.
Manages state transitions and behavior for the Gelatinous Blob entity, including spawning, shrinking/growing, and death animations.
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 for the Stagehand entity, controlling its behavior including hiding, idle, working, extinguishing fires, and giving up when overwhelmed.
Manages the state machine for a tentacle enemy, handling idle cycles, taunting, attacking, death, and hit reactions using animation events and combat component integration.
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 the state machine and lifecycle of a Wortox soul decoy, including idle behavior, death transitions, explosion, and fizzle effects.