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GDScript3
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class_name AnimationComponent
extends Node
const RESET = "human/RESET"
var animation_player: AnimationPlayer
var movement: MovementComponent
var next_animation: StringName = RESET
var skip: int
func _ready():
var player := owner as Player
player.dashed.connect(dash)
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player.skill_used.connect(use_skill)
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movement = player.find_child("Movement")
animation_player = $AnimationPlayer
func _process(_delta):
if skip == 0:
play_movement()
if animation_player.current_animation == next_animation:
return
animation_player.play(next_animation)
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if animation_player.current_animation == "human/spin":
animation_player.speed_scale = 2.0
else:
animation_player.speed_scale = 1.0
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func play_movement():
if !movement:
play(RESET)
return
if movement.body.velocity.y > 0:
play("human/jump")
elif movement.body.velocity.y < 0:
play("human/fall")
elif movement.direction != Vector3.ZERO:
play("human/run-fast")
else:
play("human/idle")
func dash():
play_with_duration("human/roll", 1.0)
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func use_skill(slot: int):
match slot:
0:
play_with_duration("human/spin", 0.9)
1:
play_with_duration("human/slash", 1.0)
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func play(action_name: StringName):
next_animation = action_name
func play_with_duration(action_name: StringName, duration: float):
next_animation = action_name
skip += 1
await get_tree().create_timer(duration).timeout
skip -= 1