Some safekeeping
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b65d46b945
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@ -33,19 +33,26 @@ func _update_animations():
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_update_condition("just_attacked")
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_update_condition("just_respawned")
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animation_tree["parameters/conditions/standing_still"] = velocity.is_zero_approx()
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animation_tree["parameters/conditions/falling"] = velocity.y < 0.0
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animation_tree["parameters/conditions/on_floor"] = is_on_floor()
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animation_tree["parameters/conditions/on_wall"] = is_on_wall()
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_update_anim_state("parameters/conditions/standing_still", velocity.is_zero_approx())
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_update_anim_state("parameters/conditions/falling", velocity.y < 0.0)
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_update_anim_state("parameters/conditions/on_floor", is_on_floor())
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_update_anim_state("parameters/conditions/on_wall", is_on_wall())
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func _update_anim_state(key: String, value):
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if key in animation_tree:
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animation_tree[key] = value
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func _update_blend(key: String):
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animation_tree["parameters/" + key + "/blend_position"] = 1.0 if looking_right else 0.0
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_update_anim_state("parameters/" + key + "/blend_position",
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1.0 if looking_right else 0.0)
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## Reflects animation state to animation tree, clears the state after a while
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func _update_condition(key: String):
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animation_tree["parameters/conditions/" + key] = self["_" + key]
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# TODO does this really work????
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self["_" + key] = false
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if self["_" + key]:
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self["_" + key] = false
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_update_anim_state("parameters/conditions/" + key, true)
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await get_tree().create_timer(0.2).timeout
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_update_anim_state("parameters/conditions/" + key, false)
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func current_state():
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return stm.state
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@ -7,10 +7,3 @@ layer = 2
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follow_viewport_enabled = true
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[node name="Player" parent="." instance=ExtResource("1_whtvo")]
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double_jump_enabled = true
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dash_enabled = true
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wavedash_enabled = true
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wallslide_enabled = true
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dashjump_enabled = true
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fade_time = 0.3
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health = 5
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