Files
batrix/scripts/player/player_animator.gd
2025-07-27 00:56:31 +10:00

72 lines
1.7 KiB
GDScript

extends AnimationTree
var _speed: float
var _has_input: bool
@onready var _player: Player = $"../" as Player
@onready var _attack: PlayerAttack = $"../Attack" as PlayerAttack
@onready var _bone_flipper: BoneFlipper = $"../Model/Armature/Skeleton3D/BoneFlipper"
func _ready() -> void:
assert(_player, "_player missing!")
Music.track_started.connect(_on_music_track_started)
_set_bpm()
_attack.attacked.connect(_on_attack_attacked)
func _process(_delta: float) -> void:
_bone_flipper.flip = _is_left()
var has_input_prev := _has_input
_speed = _player.velocity.length() / _player.movement.move_speed
_has_input = (
_player.movement.move_input.length() > 0 and not _player.attack.is_hitting()
)
var velocity_relative := _player.to_local(
_player.global_position + _player.velocity
)
var velocity_blend := (
Vector2(-velocity_relative.x, velocity_relative.z) / _player.movement.move_speed
)
if _is_left():
velocity_blend.x = -velocity_blend.x
Debugger.text("velocity_blend", velocity_blend, 2)
set(&"parameters/locomotion/run/blend_position", velocity_blend)
if has_input_prev != _has_input:
if _has_input:
_abort_oneshots()
else:
_run_to_idle()
func _is_left() -> bool:
return _attack.side == PlayerAttack.Side.LEFT
func _set_bpm() -> void:
set(&"parameters/main_time_scale/scale", Music.bpm_factor)
func _run_to_idle() -> void:
set(
&"parameters/run->idle_oneshot/request",
AnimationNodeOneShot.ONE_SHOT_REQUEST_FIRE
)
func _abort_oneshots() -> void:
set(&"parameters/hit_oneshot/request", AnimationNodeOneShot.ONE_SHOT_REQUEST_ABORT)
func _on_attack_attacked() -> void:
set(&"parameters/hit_oneshot/request", AnimationNodeOneShot.ONE_SHOT_REQUEST_FIRE)
func _on_music_track_started() -> void:
_set_bpm()