private void setAnimState() { if (animation_state == ANIMATION_STATES.FALLING) { if ((ANIMATION_STATES)animTree.Get("parameters/State/current") != ANIMATION_STATES.WALK) { animTree.Set("parameters/Jumping/active", true); } animTree.Set("parameters/State/current", ANIMATION_STATES.FALLING); } else { if ((ANIMATION_STATES)animTree.Get("parameters/State/current") == ANIMATION_STATES.FALLING) { animTree.Set("parameters/HitGround/active", true); } if (animation_state == ANIMATION_STATES.ATTACK) { animTree.Set("parameters/State/current", ANIMATION_STATES.ATTACK); } else { animTree.Set("parameters/State/current", ANIMATION_STATES.WALK); } } }
public override void _Ready() { _aTree = GetNode <AnimationTree>("AnimationTree"); _sword = GetNode <Sword>("Sword"); _aTreePlayback = (AnimationNodeStateMachinePlayback)_aTree.Get("parameters/AnimationNodeStateMachine/playback"); }
// 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; }
// // 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() { 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 _Process(float delta) { GetMovementInputValues(); if (_Velocity.x != 0 || _Velocity.z != 0) { var AnimTreeBlend = Mathf.Lerp((float)PlayerAnimationsTree.Get("parameters/walkidle/blend_amount"), 1f, 0.07f); PlayerAnimationsTree.Set("parameters/walkidle/blend_amount", AnimTreeBlend); } else { var AnimTreeBlend = Mathf.Lerp((float)PlayerAnimationsTree.Get("parameters/walkidle/blend_amount"), 0f, 0.07f); PlayerAnimationsTree.Set("parameters/walkidle/blend_amount", AnimTreeBlend); } if (CanMove) { MoveAndSlide(_Velocity * _Movespeed, Vector3.Up, true); } }
// 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() { 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() { _playerSprite = GetNode <Sprite>("Sprite"); _animationPlayer = GetNode <AnimationPlayer>("AnimationPlayer"); _animationTree = GetNode <AnimationTree>("AnimationTree"); _stateMachine = (AnimationNodeStateMachinePlayback)_animationTree.Get("parameters/playback"); _animationTree.Active = true; _stateMachine.Start("idle"); }
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; }
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; }
// 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(); Player = GetNode <Player>("../.."); AnimatedSprite = GetNode <AnimatedSprite>("../../AnimatedSprite"); AnimationTree = GetNode <AnimationTree>("../../AnimationTree"); StateMachine = AnimationTree.Get("parameters/playback") as AnimationNodeStateMachinePlayback; AnimatedSprite.Play(); }
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"); }
// 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; }
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() { 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() { 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() { 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() { _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() { 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() { 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!"); } }
public override void _PhysicsProcess(float delta) { if (_test_shoot) { Shoot(); _test_shoot = false; } if (_dead) { return; } if (_player == null) { _animationTree.Set("arameters/state/current", 0); //Go idle. return; } if (_state == StateEnum.Approach) { if (_aimPreparing > 0.0) { _aimPreparing -= delta; if (_aimPreparing < 0.0) { _aimPreparing = 0; } _animationTree.Set("parameters/aiming/blend_amount", _aimPreparing / AimPrepareTime); } var toPlayerLocal = GlobalTransform.XformInv(_player.GlobalTransform.origin); // The front of the robot is +Z, and atan2 is zero at +X, so we need to use the Z for the X parameter (second one). var angleToPlayer = Mathf.Atan2(toPlayerLocal.x, toPlayerLocal.z); var tolerance = Mathf.Deg2Rad(PlayerAimToleranceDegrees); if (angleToPlayer > tolerance) { _animationTree.Set("parameters/state/current", 1); } else if (angleToPlayer < -tolerance) { _animationTree.Set("parameters/state/current", 2); } else { _animationTree.Set("parameters/state/current", 3); // Facing player, try to shoot. _shootCountdown -= delta; if (_shootCountdown < 0.0) { // See if player can be killed because in they're sight. var rayOrigin = _rayFrom.GlobalTransform.origin; var rayTo = _player.GlobalTransform.origin + Vector3.Up; // Above middle of player. var col = GetWorld().DirectSpaceState.IntersectRay(rayOrigin, rayTo, new Godot.Collections.Array() { this }); if (col.Count > 0 && col["collider"] is PlayerEntity) { _state = StateEnum.Aim; _aimCountdown = AimTime; _aimPreparing = 0; _animationTree.Set("parameters/state/current", 0); } else { _shootCountdown = ShootWait; } } } } else if (_state == StateEnum.Aim || _state == StateEnum.Shooting) { if (_aimPreparing < AimPrepareTime) { _aimPreparing += delta; if (_aimPreparing > AimPrepareTime) { _aimPreparing = AimPrepareTime; } } _animationTree.Set("parameters/aiming/blend_amount", Mathf.Clamp(_aimPreparing / AimPrepareTime, 0, 1)); _aimCountdown -= delta; if (_aimCountdown < 0 && _state == StateEnum.Aim) { var rayOrigin = _rayFrom.GlobalTransform.origin; var rayTo = _player.GlobalTransform.origin + Vector3.Up; // Above middle of player. var col = GetWorld().DirectSpaceState.IntersectRay(rayOrigin, rayTo, new Godot.Collections.Array() { this }); if (col.Count > 0 && col["collider"] is PlayerEntity) { _state = StateEnum.Shooting; _shootAnimation.Play("shoot"); } else { ResumeApproach(); } } if (_animationTree.Active) { var toCannonLocal = _rayMesh.GlobalTransform.XformInv(_player.GlobalTransform.origin + Vector3.Up); var hAngle = Mathf.Rad2Deg(Mathf.Atan2(toCannonLocal.x, -toCannonLocal.z)); var vAngle = Mathf.Rad2Deg(Mathf.Atan2(toCannonLocal.y, -toCannonLocal.z)); var blendPos = (Vector2)_animationTree.Get("parameters/aim/blend_position"); var hMotion = BlendAimSpeed * delta * -hAngle; blendPos.x += hMotion; blendPos.x = Mathf.Clamp(blendPos.x, -1, 1); var vMotion = BlendAimSpeed * delta * vAngle; blendPos.y += vMotion; blendPos.y = Mathf.Clamp(blendPos.y, -1, 1); _animationTree.Set("parameters/aim/blend_position", blendPos); } } _orientation *= _animationTree.GetRootMotionTransform(); var hVelocity = _orientation.origin / delta; _velocity.x = hVelocity.x; _velocity.z = hVelocity.z; _velocity += _gravity * delta; _velocity = MoveAndSlide(_velocity, Vector3.Up); _orientation.origin = new Vector3(); _orientation = _orientation.Orthonormalized(); var gt = GlobalTransform; gt.basis = _orientation.basis; GlobalTransform = gt; }
// runs on load public override void _Ready() { animationTree = GetNode <AnimationTree>("AnimationTree"); animationState = (AnimationNodeStateMachinePlayback)animationTree.Get("parameters/playback"); }
public override void _Ready() { animationPlayer = GetNode <AnimationPlayer>("Animation/AnimationPlayer"); animationTree = GetNode <AnimationTree>("Animation/AnimationTree"); animationState = animationTree.Get("parameters/playback") as AnimationNodeStateMachinePlayback; }
public override void _PhysicsProcess(float delta) { if (!spawned) { return; } falling = !IsOnFloor(); if (falling && !wasFalling) { wasFalling = true; } var motion_target = new Vector2( Input.GetActionStrength("move_right") - Input.GetActionStrength("move_left"), Input.GetActionStrength("move_forward") - Input.GetActionStrength("move_back") ); motion = motion.LinearInterpolate(motion_target, MotionInterpolateSpeed * delta); // Camera rotation stuff var cam_z = camera.GlobalTransform.basis.z; var cam_x = -camera.GlobalTransform.basis.x; cam_z.y = 0; cam_z = cam_z.Normalized(); cam_x.y = 0; cam_x = cam_x.Normalized(); if (falling) { animTree.Set("parameters/State/current", ANIMATION_STATES.FALLING); ApplyRotationBasedOnMovement(cam_x, cam_z, delta); } else { if (!attacking) { animTree.Set("parameters/State/current", ANIMATION_STATES.WALK); ApplyRotationBasedOnMovement(cam_x, cam_z, delta); } else { ApplyRotationBasedOnMovement(cam_x, cam_z, delta); } } // Movement if (motion_target.x != 0 || motion_target.y != 0) { currentBlendPosition += .1f; currentAnimTimeScale = stats.movementSpeed * ANIMATION_SPEEDS.WALK_ANIM_SPEED; velocity += mesh.Transform.basis.z; } else { currentAnimTimeScale = 1f; currentBlendPosition -= .1f; } if (!falling && !attacking) { if (Input.IsKeyPressed(Keybinds.KEYBIND_JUMP) && timeLeftToStartJump <= 0) { timeLeftToStopJumpForce = JumpTime; timeLeftToStartJump = WaitTimeBeforeJump; animTree.Set("parameters/Jumping/active", true); } } if (timeLeftToStopJumpForce > 0) { if (timeLeftToStartJump > 0) { timeLeftToStartJump--; } else { velocity.y += JumpSpeedStep; timeLeftToStopJumpForce--; } } if (wasFalling && !falling) { animTree.Set("parameters/HitGround/active", true); wasFalling = false; } currentBlendPosition = Mathf.Clamp(currentBlendPosition, -1f, 1f); velocity += Gravity * delta; velocity *= (float)(stats.movementSpeed * ANIMATION_SPEEDS.WALK_SPEED_MODIFIER); // Mov speed if (!attacking) { velocity = MoveAndSlide(velocity, new Vector3(0, 1, 0), true, 1); } velocity = Vector3.Zero; orientation = orientation.Orthonormalized(); mesh.GlobalTransform = new Transform(orientation.basis, mesh.GlobalTransform.origin); if (falling) { animTree.Set("parameters/TimeScale/scale", ANIMATION_SPEEDS.PLAYER_FALLING_ANIM_SPEED); } else { animTree.Set("parameters/Walk/blend_position", currentBlendPosition); if (!attacking) { animTree.Set("parameters/TimeScale/scale", currentAnimTimeScale); } } data.animation_state = (ANIMATION_STATES)animTree.Get("parameters/State/current"); data.heading = Mathf.FloorToInt(this.mesh.RotationDegrees.y); data.pos = new System.Numerics.Vector3( Transform.origin.x.ToString("0.000").ToFloat(), Transform.origin.y.ToString("0.000").ToFloat(), Transform.origin.z.ToString("0.000").ToFloat()); }
public override void _Ready() { AnimationTree = GetNode <AnimationTree>("AnimationTree"); AnimationMode = (AnimationNodeStateMachinePlayback)AnimationTree.Get("parameters/playback"); _navigation2D = GetNode <Navigation2D>("/root/Map/Game/Navigation2D"); }