Constructor
new SleepStateHandler(context)
Create a sleep state handler
Parameters:
| Name | Type | Description |
|---|---|---|
context |
OwenAnimationContext | The animation context |
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Extends
- StateHandler
Members
isDeepSleep :boolean
Whether the character is in deep sleep
Type:
- boolean
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sleepClip :AnimationClip|null
Sleep animation clip
Type:
- AnimationClip | null
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Methods
(async) enter(fromStateopt, _emotionopt) → {Promise.<void>}
Enter the sleep state
Parameters:
| Name | Type | Attributes | Default | Description |
|---|---|---|---|---|
fromState |
string | null | <optional> |
null | The previous state |
_emotion |
string | <optional> |
Emotions.NEUTRAL |
The emotion to enter with (unused) |
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Returns:
- Type
- Promise.<void>
(async) exit(toStateopt, emotionopt) → {Promise.<void>}
Exit the sleep state
Parameters:
| Name | Type | Attributes | Default | Description |
|---|---|---|---|---|
toState |
string | null | <optional> |
null | The next state |
emotion |
string | <optional> |
Emotions.NEUTRAL |
The emotion to exit with |
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Returns:
- Type
- Promise.<void>
getAvailableTransitions() → {Array.<string>}
Get available transitions from sleep state
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Returns:
Array of available state transitions
- Type
- Array.<string>
(async) handleMessage(_message) → {Promise.<void>}
Handle a user message in sleep state (wake up)
Parameters:
| Name | Type | Description |
|---|---|---|
_message |
string |
The user message (unused, just triggers wake up) |
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Returns:
- Type
- Promise.<void>
isInDeepSleep() → {boolean}
Check if in deep sleep
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Returns:
True if in deep sleep, false otherwise
- Type
- boolean
update(_deltaTime) → {void}
Update the sleep state
Parameters:
| Name | Type | Description |
|---|---|---|
_deltaTime |
number |
Time elapsed since last update (ms, unused) |
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Returns:
- Type
- void
(async) wakeUp() → {Promise.<void>}
Force wake up from sleep
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Returns:
- Type
- Promise.<void>