2024-02-07 22:04:19 +00:00
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class_name AnimationComponent
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extends Node
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const RESET = "human/RESET"
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var animation_player: AnimationPlayer
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var movement: MovementComponent
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var next_animation: StringName = RESET
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var skip: int
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func _ready():
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var player := owner as Player
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player.dashed.connect(dash)
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2024-02-13 20:04:35 +00:00
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player.skill_used.connect(use_skill)
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2024-02-07 22:04:19 +00:00
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movement = player.find_child("Movement")
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animation_player = $AnimationPlayer
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func _process(_delta):
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if skip == 0:
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play_movement()
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if animation_player.current_animation == next_animation:
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return
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animation_player.play(next_animation)
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2024-02-13 20:04:35 +00:00
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if animation_player.current_animation == "human/spin":
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animation_player.speed_scale = 2.0
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else:
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animation_player.speed_scale = 1.0
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2024-02-07 22:04:19 +00:00
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func play_movement():
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if !movement:
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play(RESET)
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return
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if movement.body.velocity.y > 0:
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play("human/jump")
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elif movement.body.velocity.y < 0:
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play("human/fall")
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elif movement.direction != Vector3.ZERO:
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play("human/run-fast")
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else:
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play("human/idle")
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func dash():
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play_with_duration("human/roll", 1.0)
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2024-02-13 20:04:35 +00:00
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func use_skill(slot: int):
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match slot:
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0:
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play_with_duration("human/spin", 0.9)
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1:
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play_with_duration("human/slash", 1.0)
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2024-02-07 22:04:19 +00:00
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func play(action_name: StringName):
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next_animation = action_name
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func play_with_duration(action_name: StringName, duration: float):
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next_animation = action_name
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skip += 1
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await get_tree().create_timer(duration).timeout
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skip -= 1
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