Anim fix?
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This commit is contained in:
Zeeshaun 2026-02-25 19:48:43 -06:00
parent bf1ac4406c
commit d39d719c7d

View File

@ -33,6 +33,7 @@ var _light_was_on := false
var _jump_triggered := false var _jump_triggered := false
@onready var _flashlight: SpotLight3D = $SpotLight3D @onready var _flashlight: SpotLight3D = $SpotLight3D
@onready var _anim_player: AnimationPlayer = find_child("AnimationPlayer", true, false) as AnimationPlayer @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 @onready var _model_root: Node3D = find_child("TestCharAnimated", true, false) as Node3D
@export var camera_follow_speed := 10.0 @export var camera_follow_speed := 10.0
@ -54,6 +55,8 @@ var phone_visible := false
func _ready() -> void: func _ready() -> void:
add_to_group("player") add_to_group("player")
if _anim_tree:
_anim_tree.active = false
axis_lock_angular_x = true axis_lock_angular_x = true
axis_lock_angular_z = true axis_lock_angular_z = true
angular_damp = 6.0 angular_damp = 6.0
@ -200,8 +203,8 @@ func _update_animation(on_floor: bool, velocity: Vector3) -> void:
_anim_player.play(anim_jump_name) _anim_player.play(anim_jump_name)
return return
if on_floor and horizontal_speed > anim_sprint_speed_threshold and _anim_player.has_animation(anim_run_name): 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: if _anim_player.current_animation != anim_run_name:
_anim_player.play(anim_walk_name) _anim_player.play(anim_run_name)
return return
if horizontal_speed > anim_walk_speed_threshold and _anim_player.has_animation(anim_walk_name): if horizontal_speed > anim_walk_speed_threshold and _anim_player.has_animation(anim_walk_name):
if _anim_player.current_animation != anim_walk_name: if _anim_player.current_animation != anim_walk_name: