Penguin Action Toolkit
  • 🐧Welcome
  • Guide
    • Step-by-Step Guide
      • Step 1: Install PAT
      • Step 2: Tutorial Scene
      • Step 3: Character - Action States
      • Practice 0: Add an Input Tag
      • Step 4: Character - Tags
      • Practice 1: Combo
      • Step 5: State Modifiers
      • Practice 1.1 & Ex: Grant Tag Mod
      • Step 6: Animation Montage
      • Step 7: Trigger Animation Event
      • Practice 1.2: Back to Grant Tag Mod
      • Step 8: Animator
      • Step 9: Attributes
      • Practice 2: Cost HP
      • Step 10: Effects
        • Step 10.1: Hitbox & Hurtbox
  • Definition & Inspector Detail
    • Actions
      • Action State
      • State Modifier
      • Move Set
    • Tag
    • Attribute
    • Effect
    • Player
    • Input
    • Locomotion
  • Tutorial
    • Installation
    • Contents of the Assets
    • Character
      • Create a Character
    • Set Up Player
    • Create a new Tag
    • Create a new Modifier
    • Use Attributes
    • Effect
      • Create an Effect
      • Apply Effects
    • Animation
      • Animatior Controller
    • PAT Manager
  • Beneath the Feathers
    • The Other One
    • Help on the Way
    • Victim or the Crime
    • Unbroken Chain
  • PAT Game Jam
    • Save the Penguin
    • Schedule
    • Terms & Conditions
  • FAQ
    • Change to Your Own Model
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  • Definition
  • Inspector Details
  • Input Tag
  • Can Repeat
  • Auto Exit Time
  • Tags
  • Special
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  1. Definition & Inspector Detail
  2. Actions

Action State

PreviousActionsNextState Modifier

Last updated 6 months ago

Definition

An Action State is the minimal state that describes a character’s action. It includes locomotion actions like moving, jumping, dashing, or any combat action like swinging a sword or firing a gun. It is the basic unit that adds up to the entirety of an action system in PAT. Action State by itself has very limited functionality, it is mostly a logic system that shows which state a character is in (what it is doing), and what it can do from the current state. Most functionalities are fulfilled by State Modifiers.


Inspector Details

(All following description assumes the described Action State named as State A)

Action State Inspector

Input Tag

Signals to trigger the State A. For player-controlled characters, it is decided by the Input Units on Player Component.

You can assign tags to player input, and every time the character receives an input, it will try to trigger states using that specific tag.

Can Repeat

If checked, State A can re-enter itself if other conditions are satisfied (details below). Otherwise, re-entering the same state is prohibited by default.

Auto Exit Time

State A will auto exit after this given amount of time. By default, it will enter Idle state. Or you may assign a specific Next State. If set to 0, it will not try to auto exit.

Tags

  • Main Tags Tags a character will hold if it is in State A

  • Require Tags

    After receiving the corresponding Input Tag, State A will check if the character is currently holding the Required Tags before entering. If not, nothing will happen.

    • The relationship among outer Elements is logical disjunction (or).

      As long as one element has all of its requirements fulfilled, this is considered to be true, and the State can be entered.

    • The relationship among inner Elements is logical conjunction (and).

      All requirement tags must be present for it to be considered true, or the no requirement is checked.

  • Prohibit Tags If another State tries to enter when character is in State A, and at least one of its Main Tags is listed in State A’s Prohibit Tags, it cannot be entered.

  • Self-Prohibit Tags If the character is in another State and is currently holding any Tag listed in State A’s Self-Prohibit Tags, State A cannot be entered.

Special

  • Permit State Regardless of the prohibit / require relationship of tags, any State listed here is allowed to enter during State A.

  • Next State Force character to enter the Next State after the exit of State A instead of idle. Notice that this only applies when State A is exiting by itself, not interrupted by the other state.

Input
Tag
Tag within each element is the Input Tag