Replaced animations with blend spaces in statemachine

This commit is contained in:
Jakob Feldmann 2022-08-01 18:05:53 +02:00
parent f31ee4330a
commit 2a92de18c7
2 changed files with 1961 additions and 152 deletions

File diff suppressed because it is too large Load Diff

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@ -8,7 +8,8 @@ export var init_boost = false
export var init_boost_type = ""
onready var jumpBufferTimer = $JumpBufferTimer
onready var anim_player = parent.get_node("BlobbySprite/BlobbymationPlayer")
onready var anim_statemachine = parent.get_node("BlobbySprite/AnimationTree").get("parameters/playback")
onready var anim_state_playback = parent.get_node("BlobbySprite/AnimationTree").get("parameters/playback")
onready var anim_tree = parent.get_node("BlobbySprite/AnimationTree")
onready var sprite = parent.get_node("BlobbySprite")
var didTurn: bool
@ -61,7 +62,7 @@ func _state_logic(delta):
didTurn = sprite.flip_h
if direction.x < 0:
sprite.flip_h = true
anim_state_playback
elif direction.x > 0:
sprite.flip_h = false
didTurn = sprite.flip_h != didTurn
@ -185,22 +186,22 @@ func _enter_state(new_state, old_state):
match new_state:
states.walk:
if old_state == states.idle && didTurn:
anim_statemachine.travel("idleTurn")
anim_state_playback.travel("idleTurn")
else:
anim_statemachine.travel("walking")
anim_state_playback.travel("walking")
states.idle:
anim_statemachine.travel("idling")
anim_state_playback.travel("idling")
states.duck:
# TODO HA! H! HAAA!
anim_statemachine.travel("ducking")
anim_state_playback.travel("ducking")
states.jump:
anim_statemachine.travel("jumping")
anim_state_playback.travel("jumping")
states.fall:
anim_statemachine.travel("falling")
anim_state_playback.travel("falling")
states.run:
anim_statemachine.travel("running")
anim_state_playback.travel("running")
states.wallslide:
anim_statemachine.travel("wallsliding")
anim_state_playback.travel("wallsliding")
@ -210,9 +211,9 @@ func _exit_state(old_state, new_state):
func _trigger_turn_animation():
match self.state:
states.duck:
anim_statemachine.travel("duckTurn")
anim_state_playback.travel("duckTurn")
states.walk:
anim_statemachine.travel("idleTurn")
anim_state_playback.travel("idleTurn")
states.idle:
anim_statemachine.travel("idleTurn")
anim_state_playback.travel("idleTurn")