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