From d39d719c7dee6340c014b3463662111cfecf2d70 Mon Sep 17 00:00:00 2001 From: Zeeshaun Date: Wed, 25 Feb 2026 19:48:43 -0600 Subject: [PATCH] Anim fix? --- game/scenes/player.gd | 7 +++++-- 1 file changed, 5 insertions(+), 2 deletions(-) diff --git a/game/scenes/player.gd b/game/scenes/player.gd index 7129c3e..01225c6 100644 --- a/game/scenes/player.gd +++ b/game/scenes/player.gd @@ -33,6 +33,7 @@ var _light_was_on := false var _jump_triggered := false @onready var _flashlight: SpotLight3D = $SpotLight3D @onready var _anim_player: AnimationPlayer = find_child("AnimationPlayer", true, false) as AnimationPlayer +@onready var _anim_tree: AnimationTree = find_child("AnimationTree", true, false) as AnimationTree @onready var _model_root: Node3D = find_child("TestCharAnimated", true, false) as Node3D @export var camera_follow_speed := 10.0 @@ -54,6 +55,8 @@ var phone_visible := false func _ready() -> void: add_to_group("player") + if _anim_tree: + _anim_tree.active = false axis_lock_angular_x = true axis_lock_angular_z = true angular_damp = 6.0 @@ -200,8 +203,8 @@ func _update_animation(on_floor: bool, velocity: Vector3) -> void: _anim_player.play(anim_jump_name) return if on_floor and horizontal_speed > anim_sprint_speed_threshold and _anim_player.has_animation(anim_run_name): - if _anim_player.current_animation != anim_walk_name: - _anim_player.play(anim_walk_name) + if _anim_player.current_animation != anim_run_name: + _anim_player.play(anim_run_name) return if horizontal_speed > anim_walk_speed_threshold and _anim_player.has_animation(anim_walk_name): if _anim_player.current_animation != anim_walk_name: