godot-third-person-basic-scene/addons/AMSG/Components/AnimationBlend.gd

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3.5 KiB
GDScript3
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extends AnimationTree
class_name AnimBlend
@export var movement_script_path : NodePath
@onready var movement_script := get_node(movement_script_path) # I use this to get variables from main movement script
func _physics_process(_delta):
if movement_script:
#Set Animation State
match movement_script.movement_state:
Global.movement_state.none:
pass
Global.movement_state.grounded:
set("parameters/InAir/blend_amount" , 0)
Global.movement_state.in_air:
set("parameters/InAir/blend_amount" , 1)
Global.movement_state.mantling:
pass
Global.movement_state.ragdoll:
pass
#Couch/stand switch
match movement_script.stance:
Global.stance.standing:
set("parameters/VelocityDirection/crouch/current" ,0)
Global.stance.crouching:
set("parameters/VelocityDirection/crouch/current" ,1)
#standing
set("parameters/VelocityOrLooking/blend_amount" ,0)
set("parameters/VelocityDirection/standing/conditions/idle",!movement_script.input_is_moving)
set("parameters/VelocityDirection/standing/conditions/walking",movement_script.gait == Global.gait.walking and movement_script.input_is_moving)
set("parameters/VelocityDirection/standing/conditions/running",movement_script.gait == Global.gait.running and movement_script.input_is_moving)
set("parameters/VelocityDirection/standing/conditions/sprinting",movement_script.gait == Global.gait.sprinting and movement_script.input_is_moving)
if movement_script.rotation_mode == Global.rotation_mode.looking_direction or movement_script.rotation_mode == Global.rotation_mode.aiming:
if movement_script.animation_is_moving_backward_relative_to_camera == false:
set("parameters/VelocityDirection/standing/Walk/FB/current",0)
set("parameters/VelocityDirection/standing/Jog/FB/current",0)
else:
set("parameters/VelocityDirection/standing/Walk/FB/current",1)
set("parameters/VelocityDirection/standing/Jog/FB/current",1)
else:
set("parameters/VelocityDirection/standing/Walk/FB/current",0)
set("parameters/VelocityDirection/standing/Jog/FB/current",0)
# Crouching
set("parameters/VelocityDirection/crouching/conditions/idle",!movement_script.input_is_moving)
set("parameters/VelocityDirection/crouching/conditions/walking",movement_script.gait == Global.gait.walking and movement_script.input_is_moving)
#On Stopped
if !(Input.is_action_pressed("INPUT_ACTION_FORWARD") || Input.is_action_pressed("INPUT_ACTION_BACK") || Input.is_action_pressed("INPUT_ACTION_RIGHT") || Input.is_action_pressed("INPUT_ACTION_LEFT")) and (Input.is_action_just_released("INPUT_ACTION_RIGHT") || Input.is_action_just_released("INPUT_ACTION_BACK") || Input.is_action_just_released("INPUT_ACTION_LEFT") || Input.is_action_just_released("INPUT_ACTION_FORWARD")):
var seek_time = get_node(anim_player).get_animation(tree_root.get_node("VelocityDirection").get_node("standing").get_node("Stopping").get_node("StopAnim").animation).length - movement_script.pose_warping_instance.CalculateStopTime((movement_script.actual_velocity * Vector3(1.0,0.0,1.0)),movement_script.deacceleration * movement_script.direction)
set("parameters/VelocityDirection/standing/Stopping/StopSeek/seek_position",seek_time)
set("parameters/VelocityDirection/standing/conditions/stop",!movement_script.input_is_moving)
#Rotate In Place
set("parameters/Turn/blend_amount" , 1 if movement_script.is_rotating_in_place else 0)
set("parameters/RightOrLeft/blend_amount" ,0 if movement_script.rotation_difference_camera_mesh > 0 else 1)