et on rajoute un animation node blend tree
et ouai! on est comme ça par ici. on a suivi un tuto alors on fait les beaux https://www.youtube.com/watch?v=iElHZhOxGYA
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@@ -7,7 +7,7 @@ extends CharacterBody2D
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@export var wants_to_grab = false;
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@onready var animation_tree := $AnimationTree
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@onready var state_machine := animation_tree.get("parameters/playback") as AnimationNodeStateMachinePlayback
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@onready var state_machine := animation_tree.get("parameters/HumanState/playback") as AnimationNodeStateMachinePlayback
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var last_facing_direction = Vector2(0,-1) # facing south
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@@ -19,9 +19,9 @@ func readInputs():
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velocity = Input.get_vector("move_left", "move_right", "move_up", "move_down") * speed
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func updateFacingDirectionInAnimationTree():
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animation_tree.set("parameters/walking/blend_position", last_facing_direction)
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animation_tree.set("parameters/idling/blend_position", last_facing_direction)
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animation_tree.set("parameters/grabing/blend_position", last_facing_direction)
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animation_tree.set("parameters/HumanState/grabing/blend_position", last_facing_direction)
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animation_tree.set("parameters/HumanState/idling/blend_position", last_facing_direction)
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animation_tree.set("parameters/HumanState/walking/blend_position", last_facing_direction)
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func _physics_process(delta):
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readInputs()
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