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https://port.numenaute.org/aleajactaest/bazar_alea.git
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reactivate animation
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parent
367eea75aa
commit
6b07896f39
9 changed files with 130 additions and 7240 deletions
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@ -2,6 +2,7 @@ extends AnimationTree
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class_name AnimBlend
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@export var movement_script : CharacterMovementComponent
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func _physics_process(_delta):
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if !movement_script:
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return
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@ -14,12 +15,9 @@ func _physics_process(_delta):
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set("parameters/InAir/blend_amount" , 0.0)
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#set("parameters/TimeSeek/seek_request", 0.0)
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#set("parameters/Transition/transition_request","Idle")
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#print("Idle")
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Global.MOVEMENT_STATE.in_air: # Air
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pass
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set("parameters/InAir/blend_amount" , 1.0)
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#set("parameters/InAir/transition_request","Failling")
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#print("Falling")
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Global.MOVEMENT_STATE.mantling: # couverture
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pass
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Global.MOVEMENT_STATE.ragdoll:
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@ -126,7 +126,6 @@ func reset_camera_transition(smooth_transition: bool = true):
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tween.tween_property(Camera,"position",Vector3(0,0,SpringArm.spring_length),1.0)
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tween.tween_property(Camera,"rotation",Vector3.ZERO,1.0)
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tween.tween_callback(func(): reseting=false)
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else:
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Camera.rotation = Vector3.ZERO
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Camera.top_level = false
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@ -324,7 +324,7 @@ func _physics_process(delta):
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aim_rate_h = abs((camera_root.HObject.rotation.y - previous_aim_rate_h) / delta)
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previous_aim_rate_h = camera_root.HObject.rotation.y
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#
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# animation_stride_warping()
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#animation_stride_warping()
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match movement_state:
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Global.MOVEMENT_STATE.none:
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@ -1,8 +1,8 @@
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extends Node
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#------------------ Player Enums ------------------#
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# Demarche (Attendre, Marcher, Courir, Pic de vitesse
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enum GAIT {waiting, walking , running , sprinting}
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# Demarche (Marcher, Courir, Pic de vitesse
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enum GAIT {walking , running , sprinting}
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# Sol, Air, Couverture, poupee de chiffon
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enum MOVEMENT_STATE {none , grounded , in_air , mantling, ragdoll}
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#
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@ -3,7 +3,7 @@ class_name PlayerGameplayComponent
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@export_group("Stamina System", "stamina_")
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@export var stamina_use: bool = false
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@export var stamina_energy_consumption: float = 15.0#per second
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@export var stamina_energy_consumption: float = 15.0 #per second
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@export var stamina_attribute: GameAttribute
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@export var networking : PlayerNetworkingComponent
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@ -36,7 +36,7 @@ func _ready():
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pass
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func set_id(value:int):
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func set_id(value:int) -> void:
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id = value
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@ -27,17 +27,28 @@ func set_otherplayer(value:bool):
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func _ready():
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$SpringArm3D/Camera3D.set_current(false)
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$PlayerGameplayComponent.update_animations()
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#$PlayerGameplayComponent.update_animations()
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func set_current_camera():
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func set_current_camera() -> void:
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$SpringArm3D/Camera3D.set_current(true)
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func set_id(value:int):
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func set_id(value:int) -> void:
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$PlayerNetworkingComponent.set_id(value)
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func set_activate() -> void:
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#$AnimationTree.set_active(true)
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#$AnimationTree.set("parameters/Transition/transition_request","Idle")
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pass
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#func set_animation_tree_blend_positions(input_vector: Vector2) -> void:
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# #print("Blend Position: ", input_vector)
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# $AnimationTree.set("parameters/Idle/blend_position", input_vector)
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# $AnimationTree.set("parameters/Walk/blend_position", input_vector)
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func get_animation() -> String:
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return $AnimationTree.get("parameters/Transition/current_state") + \
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", " + str($AnimationTree.get("parameters/InAir/blend_amount")) + \
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@ -51,16 +62,16 @@ func get_animation() -> String:
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func get_gait() -> String:
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return Global.GAIT.keys()[$PlayerGameplayComponent.gait]
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return Global.GAIT.keys()[$CharacterMovementComponent.gait]
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func get_stance() -> String:
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return Global.STANCE.keys()[$PlayerGameplayComponent.stance]
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return Global.STANCE.keys()[$CharacterMovementComponent.stance]
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func get_rotation_mode() -> String:
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return Global.ROTATION_MODE.keys()[$PlayerGameplayComponent.rotation_mode]
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return Global.ROTATION_MODE.keys()[$CharacterMovementComponent.rotation_mode]
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func get_movement_state() -> String:
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return Global.MOVEMENT_STATE.keys()[$PlayerGameplayComponent.movement_state]
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return Global.MOVEMENT_STATE.keys()[$CharacterMovementComponent.movement_state]
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File diff suppressed because one or more lines are too long
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@ -74,6 +74,7 @@ func _on_connexion_updated(new_state:Multi.Connexion):
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$PlayerSpawnLocation.get_child(0).set_current_camera()
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$PlayerSpawnLocation.get_child(0).set_name(str(Multi.get_id()))
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$PlayerSpawnLocation.get_child(0).set_id(Multi.get_id())
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$PlayerSpawnLocation.get_child(0).set_activate()
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$PlayerSpawnLocation.set_visible(true)
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$CameraStarting.set_current(false)
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else:
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