// Called when the node enters the scene tree for the first time. public override void _Ready() { animator = GetNode <AnimationPlayer>("Animation"); animatorTree = GetNode <AnimationTree>("AnimationTree"); animatorState = (AnimationNodeStateMachinePlayback)animatorTree.Get("parameters/playback"); animatorTree.Active = true; }
public override void _Ready() { base._Ready(); // get references to scene components to be used _attackTimer = GetNode <Timer>("AttackTimer"); // load packed scenes _weaponPS = (PackedScene)ResourceLoader.Load("res://MeleeCarry1/MeleeCarry1_weapon.tscn"); _markWavePS = (PackedScene)ResourceLoader.Load("res://MeleeCarry1/MarkWave.tscn"); _totemPS = (PackedScene)ResourceLoader.Load("res://MeleeCarry1/TeleportationTotem.tscn"); // get spawn positions _leftSwordSpawn = GetNode <Position3D>("Armature/Skeleton/headAttachment/LeftSwordSpawnPoint"); _rightSwordSpawn = GetNode <Position3D>("Armature/Skeleton/headAttachment/RightSwordSpawnPoint"); _waveSpawn = GetNode <Position3D>("Armature/Skeleton/headAttachment/MarkWaveSpawnPoint"); // connect interaction area to body for sword pickup GetNode <Area>("InteractionArea").Connect("area_entered", this, "InteractionCallback"); // setup references to state machine _stateMachineController = (AnimationNodeStateMachinePlayback)_animationTree.Get("parameters/stateMachine/playback"); AnimationNodeBlendTree treeRoot = (AnimationNodeBlendTree)_animationTree.TreeRoot; AnimationNodeStateMachine stateMachineChild = (AnimationNodeStateMachine)treeRoot.GetNode("stateMachine"); _stateMachine = new AnimationStateMachine(stateMachineChild, _stateMachineController); }
// // Called every frame. 'delta' is the elapsed time since the previous frame. // public override void _Process(float delta) // { // // } public override void _PhysicsProcess(float delta) { Vector2 inputVector = Vector2.Zero; animationState = (AnimationNodeStateMachinePlayback)animationTree.Get("parameters/playback"); inputVector.x = Input.GetActionStrength("ui_right") - Input.GetActionStrength("ui_left"); inputVector.y = Input.GetActionStrength("ui_down") - Input.GetActionStrength("ui_up"); inputVector = inputVector.Normalized(); if (inputVector != Vector2.Zero) { // Set animation tree blend position values based on inputVector value animationTree.Set("parameters/Idle/blend_position", inputVector); animationTree.Set("parameters/Run/blend_position", inputVector); animationState.Travel("Run"); velocity = velocity.MoveToward(inputVector * MAX_SPEED, ACCELERATION * delta); } else { animationState.Travel("Idle"); // Move velocity = velocity.MoveToward(Vector2.Zero, FRICTION * delta); } velocity = MoveAndSlide(velocity); }
public override void _Ready() { _aTree = GetNode <AnimationTree>("AnimationTree"); _sword = GetNode <Sword>("Sword"); _aTreePlayback = (AnimationNodeStateMachinePlayback)_aTree.Get("parameters/AnimationNodeStateMachine/playback"); }
public override void _Ready() { base._Ready(); _animationTree = (AnimationTree)GetNodeOrNull("AnimationTree"); _stateMachine = (AnimationNodeStateMachinePlayback)_animationTree.Get("parameters/playback"); AddFloatDelegate(MouseFollowerDelegateManager.Group.BLINK_SPEED_MODIFIER, ModifyBlinkSpeed); }
// Called when the node enters the scene tree for the first time. public override void _Ready() { _animTree = GetNode <AnimationTree>("AnimationTree"); _animTree.Active = true; stateMachine = (AnimationNodeStateMachinePlayback)_animTree.Get("parameters/StateMachine/playback"); state = new AmandaIdle(this); fallingTimer = GetNode <Timer>("FallingTimer"); }
public override void _Ready() { _AnimationTree = GetNode <AnimationTree>("AnimationTree"); _AnimationTree.Active = true; StateMachineArms = (AnimationNodeStateMachinePlayback)_AnimationTree.Get("parameters/StateMachine/playback"); Walk = 0f; Jump = Land = Fall = Retract = false; }
public override void _Ready() { motion = new Vector2(); gravity *= frameRate; speed *= frameRate; jumpStrength *= frameRate; this.playback = ((AnimationTree)this.FindNode("AnimationTree")).playback; this.direction = Direction.Right; }
public override void _Ready() { playerStats = (Stats)GetNode("/root/PlayerStats"); playerStats.Connect("NoHealth", this, "queue_free"); blinkAnimationPlayer = (AnimationPlayer)GetNode("BlinkAnimationPlayer"); animationTree = (AnimationTree)GetNode("AnimationTree"); animationTree.Active = true; playerAnimationState = (AnimationNodeStateMachinePlayback)animationTree.Get("parameters/playback"); //These pins are added to the player inventory temporarily for testing. They will be removed later. (string abilityAddress, string userAnimation, bool passive) = AbilityCatalog.SwordSwipe(); PlayerPins.Add(new Pin { AbilityAddress = abilityAddress, UserAnimation = userAnimation, Passive = passive, Level = 1, EXP = 0, Quality = 0, SlotNum = 1 }); (abilityAddress, userAnimation, passive) = AbilityCatalog.Fireball(); PlayerPins.Add(new Pin { AbilityAddress = abilityAddress, UserAnimation = userAnimation, Passive = passive, Level = 1, EXP = 0, Quality = 0, SlotNum = 2 }); (abilityAddress, userAnimation, passive) = AbilityCatalog.Thing(); PlayerPins.Add(new Pin { AbilityAddress = abilityAddress, UserAnimation = userAnimation, Passive = passive, Level = 1, EXP = 0, Quality = 0, SlotNum = 3 }); (abilityAddress, userAnimation, passive) = AbilityCatalog.StandHeal(); PlayerPins.Add(new Pin { AbilityAddress = abilityAddress, UserAnimation = userAnimation, Passive = passive, Level = 1, EXP = 0, Quality = 0, SlotNum = 6 }); SlotSets = BuildSlotSets(PlayerPins); LoadAbilities(SlotSets[currentSlotSet]); }
// Called when the node enters the scene tree for the first time. public override void _Ready() { _anim = GetNode <AnimationPlayer>("Anim"); _animationTree = GetNode <AnimationTree>("AnimationTree"); _animationStateMachine = _animationTree.Get("parameters/StateMachine/playback") as AnimationNodeStateMachinePlayback; // _animationNodeTimeScale = _animationTree.Get("parameters/TimeScale/scale") as AnimationNodeTimeScale; _animationTree.Set("parameters/TimeScale/scale", 1 / MoveTime); _tween = GetNode <Tween>("Tween"); }
public override void _Ready() { animationTree = (AnimationTree)GetNode("AnimationTree"); animationTree.Active = true; animationState = (AnimationNodeStateMachinePlayback)animationTree.Get("parameters/playback"); hitbox = (HitboxSword)GetNode("HitboxPivot/HitboxSword"); hitbox.KnockbackVector = KnockbackVector * KnockbackPower; hitbox.Damage = AttackPower; }
// Called when the node enters the scene tree for the first time. public override void _Ready() { _playerSprite = GetNode <Sprite>("Sprite"); _animationPlayer = GetNode <AnimationPlayer>("AnimationPlayer"); _animationTree = GetNode <AnimationTree>("AnimationTree"); _stateMachine = (AnimationNodeStateMachinePlayback)_animationTree.Get("parameters/playback"); _animationTree.Active = true; _stateMachine.Start("idle"); }
int HEALTH = 3 + 1; // idk why he takes damage instantly when spawning // Called when the node enters the scene tree for the first time. public override void _Ready() { audio = GetNode <AudioStreamPlayer>("AudioStreamPlayer"); audio.VolumeDb = 3; animationPlayer = GetNode <AnimationPlayer>("AnimationPlayer"); animationTree = GetNode <AnimationTree>("AnimationTree"); animationTree.Active = true; animationState = animationTree.Get("parameters/playback") as AnimationNodeStateMachinePlayback; playerDetection = GetNode <Area2D>("PlayerDetection") as PlayerDetection; }
public override void _Ready() { base._Ready(); Player = GetNode <Player>("../.."); AnimatedSprite = GetNode <AnimatedSprite>("../../AnimatedSprite"); AnimationTree = GetNode <AnimationTree>("../../AnimationTree"); StateMachine = AnimationTree.Get("parameters/playback") as AnimationNodeStateMachinePlayback; AnimatedSprite.Play(); }
// Called when the node enters the scene tree for the first time. public override void _Ready() { Anim = GetNode <AnimationPlayer>("AnimationPlayer"); AnimTree = GetNode <AnimationTree>("AnimationTree"); AnimStateMachine = AnimTree.Get("parameters/playback") as AnimationNodeStateMachinePlayback; AnimTree.Active = true; Game = GetTree().Root.GetNode <Game>("Game"); // GroundMap = Game.GetNode<TileMap>("Ground"); // RayCastAStar = new RayCastAStar(GroundMap, GetWorld2d().DirectSpaceState); }
public override void _Ready() { base._Ready(); body2D = this as KinematicBody2D; sprite = GetNode("Sprite") as Sprite; animationPlayer = GetNode("AnimationPlayer") as AnimationPlayer; animationTree = GetNode("AnimationTree") as AnimationTree; animationPlayback = animationTree.Get("parameters/playback") as AnimationNodeStateMachinePlayback; animationPlayback.Start("idle"); }
public override void _Ready() { this.Sprite = this.GetNode <Sprite>("Sprite"); this.AnimationTree = this.GetNode <AnimationTree>("AnimationTree"); this.AnimationStateMachine = (AnimationNodeStateMachinePlayback)this.AnimationTree.Get("parameters/playback"); this.DisableTimer = this.GetNode <Timer>("DisableTimer"); this.JumpSound = this.GetNode <AudioStreamPlayer>("Audio/Jump"); this.PunchSound = this.GetNode <AudioStreamPlayer>("Audio/Punch"); this.ChompSound = this.GetNode <AudioStreamPlayer>("Audio/Chomp"); this.Animate(State.Idle); }
public override void _Ready() { OwnerMob = (Mob)Owner; Actions = OwnerMob.Actions; AnimationTree = OwnerMob.GetNode <AnimationTree>("Animation/AnimationTree"); AnimationState = AnimationTree.Get("parameters/playback") as AnimationNodeStateMachinePlayback; HurtAnimationDelayTimer = new Timer(); HurtAnimationDelayTimer.Name = "HurtAnimationDelayTimer"; HurtAnimationDelayTimer.WaitTime = 0.2f; AddChild(HurtAnimationDelayTimer); }
// Called when the node enters the scene tree for the first time. public override void _Ready() { animationPlayer = GetNode <AnimationPlayer>("AnimationPlayer"); animationTree = GetNode <AnimationTree>("AnimationTree"); gunNode = GetNode <Node2D>("Gun"); animationTree.Active = true; animationState = animationTree.Get("parameters/playback") as AnimationNodeStateMachinePlayback; bullet = GD.Load <PackedScene>("res://Player/Bullet.tscn"); flashbang = GD.Load <PackedScene>("res://Player/Flashbang.tscn"); timer = GetNode <Timer>("Timer"); flashCooldown = GetNode <Timer>("FlashCooldown"); walkTimer = GetNode <Timer>("WalkTimer"); sound = GetNode <AudioStreamPlayer>("AudioStreamPlayer"); }
public override void _Ready() { _stats = GetNode <Stats>("PlayerStats"); _stats.Connect("NoHealth", this, nameof(Death)); _animationTree = GetNode <AnimationTree>("AnimationTree"); _animationState = (AnimationNodeStateMachinePlayback)_animationTree.Get("parameters/playback"); _animationTree.Active = true; _blinkAnimationPlayer = GetNode <AnimationPlayer>("BlinkAnimationPlayer"); _hurtBox = GetNode <HurtBox>("HurtBox"); _walkingStickHitBox = GetNode <WalkingStick>("HitboxPivot/WalkingStickHitBox"); }
// Called when the node enters the scene tree for the first time. public override void _Ready() { playerStats = (Stats)GetNode("/root/PlayerStats"); playerStats.Connect("noHitpoints", this, "_onNoHitPoints"); rollCdTimer = ROLL_COOLDOWN; swordHitbox = GetNode <SwordHitbox>("HitboxPivot/SwordHitbox"); hurtbox = GetNode <Hurtbox>("Hurtbox"); animationPlayer = GetNode <AnimationPlayer>("AnimationPlayer"); blinkAnimationPlayer = GetNode <AnimationPlayer>("BlinkAnimationPlayer"); animationTree = GetNode <AnimationTree>("AnimationTree"); animationTree.Active = true; animationState = animationTree.Get("parameters/playback") as AnimationNodeStateMachinePlayback; }
// Called when the node enters the scene tree for the first time. public override void _Ready() { playerStats = GetNode <Stats>("/root/PlayerStats"); playerStats.OnZeroHealth += Die; hurtbox = GetNode <Hurtbox>("Hurtbox"); hurtbox.OnInvincibilityStarted += BlinkStart; hurtbox.OnInvincibilityEnded += BlinkStop; animPlayer = GetNode <AnimationPlayer>("AnimationPlayer"); animTree = GetNode <AnimationTree>("AnimationTree"); animState = (AnimationNodeStateMachinePlayback)animTree.Get("parameters/playback"); animTree.Active = true; blinkAnimationPlayer = GetNode <AnimationPlayer>("BlinkAnimationPlayer"); }
public void Init() { Bow = (Spatial)GetNode("Skeleton/LeftHandAttachment/Bow"); Arrow = (Spatial)GetNode("Skeleton/RightHandAttachment/Arrow"); Pistol = (Spatial)GetNode("Skeleton/RightHandAttachment/Pistol"); PunchArea = (Area)GetNode("Skeleton/RightHandAttachment/Area"); BodyCollisionShape = (CollisionShape)GetNode("CollisionShape"); BulletRay = (RayCast)GetNode("BulletRayCast"); AnimTree = (AnimationTree)GetNode("AnimationTree"); StateMachine = (AnimationNodeStateMachinePlayback)AnimTree.Get("parameters/playback"); ChangeState(State); //LeftFootRayCast = (RayCast)GetNode("Skeleton/LeftFootAttachment/RayCast"); //RightFootRayCast = (RayCast)GetNode("Skeleton/RightFootAttachment/RayCast"); }
public override void _Ready() { base._Ready(); // Initialize and mount the state machine. this._stateMachine = new StateMachine <Player>(this, StatesIndex.Idle); this._stateMachine .AddState(new PlayerAttackState()) .AddState(new PlayerMovingState()) .AddState(new PlayerIdleState()); this._attackArea = GetNode <AttackArea>("./AttackArea"); this._attackArea.SetWeapon(new Sword(10, 10)); // Get Animation components (nodos). this._animationTree = GetNode <AnimationTree>("./AnimationTree"); this._animationTree.Active = true; this._animationNodeStateMachinePlayback = (AnimationNodeStateMachinePlayback)this._animationTree.Get("parameters/playback"); }
public override void _Ready() { base._Ready(); jumpGravity = 2.0f * jumpHeight / Mathf.Pow(jumpDuration / 2.0f, 2); fallGravity = 2.0f * jumpHeight / Mathf.Pow(fallDuration / 2.0f, 2); jumpSpeed = -Mathf.Sqrt(2.0f * jumpGravity * jumpHeight); terminalVelocity = airborneTerminalVelocity; sprite = GetNode("Sprite") as Sprite; animationPlayer = GetNode("AnimationPlayer") as AnimationPlayer; animationTree = GetNode("AnimationTree") as AnimationTree; animationTree.SetActive(true); animationPlayback = animationTree.Get("parameters/playback") as AnimationNodeStateMachinePlayback; animationPlayback.Start("stand"); hitbox = GetNode("Sprite/Hitbox") as Area2D; hitbox.Connect("area_entered", this, "_On_Hitbox_AreaEntered"); }
public override void _Ready() { _AnimationPlayer = GetNode <AnimationPlayer>("AnimationPlayer"); _Sprite = GetNode <Sprite>("Sprite"); _AnimationTree = GetNode <AnimationTree>("AnimationTree"); _YeetedCatDelayTimer = GetNode <Timer>("YeetedCatDelayTimer"); _AnimStateMachine = (AnimationNodeStateMachinePlayback) _AnimationTree.Get("parameters/playback"); _RightWallRaycasts = GetNode <Node2D>("RightWallRaycasts"); _LeftWallRaycasts = GetNode <Node2D>("LeftWallRaycasts"); _YeetedCatPrefab = (PackedScene)GD.Load("res://Scenes/YeetedCat.tscn"); _Hud = GetNode <HUD>("HUD"); _AudioStreamPlayer = GetNode <AudioStreamPlayer>("AudioStreamPlayer"); }
public override void _Ready() { moveDirection = Vector3.Zero; animationTree = GetNode <AnimationTree>("AnimationTree"); if (animationTree == null) { GD.PushError("AnimationTree reference is null!"); } else { animationTree.Active = true; playback = animationTree.Get("parameters/playback") as AnimationNodeStateMachinePlayback; } animationPlayer = GetNode <AnimationPlayer>("AnimationPlayer"); if (animationPlayer == null) { GD.PushError("AnimationPlayer reference is null!"); } }
private AnimationPlayer AnimationPlayerEfectos; //referencia al animation player // Called when the node enters the scene tree for the first time. public override void _Ready() { //para procesar el game manager _GameManager = (GameManager)GetTree().GetNodesInGroup("GameManager")[0]; //para poder acceder al GameManager _GameManager.AddEnemyToList(this); //tendria que agregarse este mismo objeto kinematico2D //para procesar el enemigo movementSpeed = 1f / moveTime; //velocidad a la que se movera rayo = GetNode <RayCast2D>("RayCast2D"); //referencia al raycast moverConTween = GetNode <Tween>("Tween"); //referencia al nodo tween targetCharacter = (KinematicBody2D)GetTree().GetNodesInGroup("Player")[0]; //referencia al nodo del personaje playback = (AnimationNodeStateMachinePlayback)GetNode <AnimationTree>("AnimationTree").Get("parameters/playback"); //accedo al nodo animation three y a la propiedad de las maquinas de estado playback.Start("EnemyIdle"); //como inicia la animación del personaje //para procesar el audio scavengersEnemyNode = (AudioStreamPlayer)GetTree().GetNodesInGroup("scavengers_enemy")[0]; //busco el nodo que controla el audio scavengers_enemy.Add((AudioStreamOGGVorbis)GD.Load("res://musica/scavengers_enemy1.ogg")); //agrego el recurso de sonido scavengers_enemy.Add((AudioStreamOGGVorbis)GD.Load("res://musica/scavengers_enemy2.ogg")); //agrego el recurso de sonido //procesar animaciones de efectos AnimationPlayerEfectos = (AnimationPlayer)GetTree().GetNodesInGroup("AnimationPlayerEfectos")[0]; }
Wall hitWall;//referencia a la pared que esta chocando // Called when the node enters the scene tree for the first time. public override void _Ready() { //OS.CurrentScreen = 1;//para iniciar el juego en otro monitor y poder trabajar con 2 monitores movementSpeed = 1f / moveTime; //velocidad a la que se movera BoxCollider = GetNode <CollisionShape2D>("CollisionShape2D"); rayo = GetNode <RayCast2D>("RayCast2D"); //referencia al raycast moverConTween = GetNode <Tween>("Tween"); //referencia al nodo tween //rb2D = thi;por ahora voy a evitarla animator = GetNode <AnimationTree>("AnimationTree"); //referencia al animation three _GameManager = (GameManager)GetTree().GetNodesInGroup("GameManager")[0]; playback = (AnimationNodeStateMachinePlayback)GetNode <AnimationTree>("AnimationTree").Get("parameters/playback"); //accedo al nodo animation three y a la propiedad de las maquinas de estado playback.Start("PlayerIdle"); //animación inicial player estatico osea igle _SingletonVariables = GetNode <SingletonVariables>("/root/SingletonVariables"); //para acceder al singleton desde el player y cambiar el número del nivel y guardar el puntaje _FoodText = (Label)GetTree().GetNodesInGroup("FoodText")[0]; //accedo al nodo label que muestra la comida en la pantalla food = _SingletonVariables.food; //la comida inicial del jugador busco desde el game manager _FoodText.Text = "food " + food; //comida del jugador //para procesar el audio y buscar los nodos scavengersFootstepNode = (AudioStreamPlayer)GetTree().GetNodesInGroup("scavengers_footstep")[0]; scavengersFruitNode = (AudioStreamPlayer)GetTree().GetNodesInGroup("scavengers_fruit")[0]; scavengersSodaNode = (AudioStreamPlayer)GetTree().GetNodesInGroup("scavengers_soda")[0]; scavengersDieNode = (AudioStreamPlayer)GetTree().GetNodesInGroup("scavengers_die")[0]; scavengersMusicNode = (AudioStreamPlayer)GetTree().GetNodesInGroup("MusicGame")[0]; }
public override void _Ready() { animationPlayer = GetNode <AnimationPlayer>("Animation/AnimationPlayer"); animationTree = GetNode <AnimationTree>("Animation/AnimationTree"); animationState = animationTree.Get("parameters/playback") as AnimationNodeStateMachinePlayback; }