Prompt
Answer
Lua Animation Control Script for Roblox
This script manages character animations in Roblox, focusing on walking, idle, jumping, equipping, and attacking with a sword. The specific requirement is to ensure that the idle animation plays after attacking, provided the character is not moving.
Overview
- Services Used: Players, ReplicatedStorage.
- Animations Handled: Walk, Idle, Jump, Attack, and Equip.
- State Management: Utilizes flags to track whether the character is walking or attacking.
Code Implementation
local Players = game:GetService("Players")
local rs = game:GetService("ReplicatedStorage")
local Player = Players.LocalPlayer
local Character = Player.Character or Player.CharacterAdded:Wait()
local Humanoid = Character:WaitForChild("Humanoid")
local Sword = script.Parent
local Walk, Idle, Jump, Attack, Equip
local isWalking = false
local isAttacking = false
local function setupAnimations()
workspace:WaitForChild(Player.Name)
Character = Player.Character or Player.CharacterAdded:Wait()
Humanoid = Character:WaitForChild("Humanoid")
local Animator = Humanoid:WaitForChild("Animator")
if not Animator then
warn("Animator not found on Humanoid")
return
end
Walk = Animator:LoadAnimation(rs.Assets.Animations.Walk)
Idle = Animator:LoadAnimation(rs.Assets.Animations.Idle)
Jump = Animator:LoadAnimation(rs.Assets.Animations.Jump)
Attack = Animator:LoadAnimation(rs.Assets.Animations.Attack)
Equip = Animator:LoadAnimation(rs.Assets.Animations.Equip)
if not Equip then
warn("Failed to load Equip animation")
else
print("Equip animation loaded successfully")
end
end
local function stopAnimations()
if Walk then Walk:Stop() end
if Idle then Idle:Stop() end
if Jump then Jump:Stop() end
if Attack then Attack:Stop() end
if Equip then Equip:Stop() end
isWalking = false
isAttacking = false
end
local function onRunning(speed)
if Sword.Parent == Character then
if speed > 0 and not isWalking and Humanoid.MoveDirection.Magnitude > 0 then
isWalking = true
Walk:Play()
elseif speed == 0 and isWalking then
isWalking = false
Walk:Stop()
Idle:Play() -- Start Idle animation when stopping
end
end
end
local function onJumping(isJumping)
if Sword.Parent ~= Character then return end
if isJumping then
Jump:Play()
end
if isWalking then
isWalking = false
Walk:Stop()
Idle:Play() -- Ensure Idle plays if stopping while jumping
end
end
local function onEquipped()
print("Sword equipped")
if not Equip then
warn("Equip animation is nil, reloading...")
Equip = Humanoid:WaitForChild("Animator"):LoadAnimation(rs.Assets.Animations.Equip)
end
if Equip then
print("Playing Equip animation")
Equip:Play()
else
warn("Equip animation is still nil after reload")
end
Idle:Play()
if Humanoid.MoveDirection.Magnitude > 0 then
isWalking = true
Walk:Play()
end
end
local function onUnequipped()
print("Sword unequipped")
Idle:Stop()
isWalking = false
Walk:Stop()
isAttacking = false
Attack:Stop()
if Equip then
Equip:Stop()
end
end
local function onAttack()
if Sword.Parent == Character and not isAttacking then
isAttacking = true
stopAnimations() -- Stop all animations before attack
Attack:Play()
Attack.Stopped:Connect(function()
isAttacking = false
if not isWalking and Humanoid.MoveDirection.Magnitude == 0 then
Idle:Play() -- Play Idle animation after attack if not walking
elseif isWalking then
Walk:Play() -- If still moving, continue walking
end
end)
end
end
-- Event Connections
Humanoid.Running:Connect(onRunning)
Humanoid.Jumping:Connect(onJumping)
Sword.Equipped:Connect(onEquipped)
Sword.Unequipped:Connect(onUnequipped)
Sword.Activated:Connect(onAttack)
if Player.Character or Player.CharacterAdded:Wait() then
stopAnimations()
setupAnimations()
if Sword.Parent == Character then
onEquipped()
end
end
Key Modifications and Logic
- State Management: Utilizes flags (
isWalking
,isAttacking
) for control flow based on user actions. - Animation Control after Attack: Ensures that after an attack, if the character is not moving, the idle animation plays. If moving, the walk animation is played instead.
- Robust Connections: Event connections ensure the animations respond accurately to player input.
Conclusion
This code provides a smooth and responsive animation experience for a player character in Roblox. The careful handling of animation states ensures that character movement feels natural during combat and movement, meeting all specified requirements effectively.
For further learning and enhancement of skills in animation within game development, consider checking out courses available on the Enterprise DNA Platform.
Description
This Lua script manages animations in Roblox, controlling idle, walking, jumping, attacking, and equipping a sword. It employs state management to ensure smooth transitions between animations based on player actions.