final changes

This commit is contained in:
The 64th Gamer 2025-04-08 00:52:34 -06:00
parent 973c560b9f
commit 0ca3911519
26 changed files with 1106 additions and 51 deletions

View file

@ -2,6 +2,7 @@ extends GL_Animatable
var anim_tree: AnimationTree
var blend_tree: AnimationNodeBlendTree
@export var animParameters: Dictionary
# Assuming this node has a child node with an AnimationPlayer
func _ready():
@ -24,38 +25,59 @@ func _ready():
var animations = anim_player.get_animation_list()
if animations.size() == 0:
return
if animParameters.size() == 0:
for key in animations:
_create_anim_dict(key)
# Handle the case where there is only one animation
if animations.size() == 1:
var node_name = "Anim_" + animations[0]
var anim_node := AnimationNodeAnimation.new()
anim_node.animation = animations[0]
blend_tree.add_node(node_name, anim_node, Vector2.ZERO)
var output := AnimationNodeOutput.new()
blend_tree.add_node("Output", output, Vector2(200, 0))
blend_tree.connect_node("Output", 0, node_name)
printerr("STILL NEED TO FIX THIS AHEM")
return
# Start with the first animation node
var prev_name = "Anim_" + animations[0]
var old_time_name = "Time_" + animations[0]
var old_seek_name = "Seek_" + animations[0]
var prev_anim_node := AnimationNodeAnimation.new()
prev_anim_node.animation = animations[0]
blend_tree.add_node(prev_name, prev_anim_node, Vector2.ZERO)
blend_tree.add_node(prev_name, prev_anim_node)
var old_time_node := AnimationNodeTimeScale.new()
blend_tree.add_node(old_time_name,old_time_node)
var _old_seek_node := AnimationNodeTimeSeek.new()
blend_tree.add_node(old_seek_name,_old_seek_node)
blend_tree.connect_node(old_time_name,0,prev_name)
blend_tree.connect_node(old_seek_name,0,old_time_name)
prev_name = old_seek_name
# Iteratively add and connect animations through Add2 nodes
for i in range(1, animations.size()):
var anim_name = "Anim_" + animations[i]
var add_name = "Add_" + str(i)
var add_name = "Add_" + animations[i]
var time_name = "Time_" + animations[i]
var seek_name = "Seek_" + animations[i]
var new_anim_node := AnimationNodeAnimation.new()
new_anim_node.animation = animations[i]
blend_tree.add_node(anim_name, new_anim_node, Vector2(i * 200, 0))
blend_tree.add_node(anim_name, new_anim_node)
var time_node := AnimationNodeTimeScale.new()
blend_tree.add_node(time_name,time_node)
var seek_node := AnimationNodeTimeSeek.new()
blend_tree.add_node(seek_name,seek_node)
var add_node := AnimationNodeAdd2.new()
blend_tree.add_node(add_name, add_node, Vector2(i * 200, 100))
blend_tree.add_node(add_name, add_node)
blend_tree.connect_node(time_name,0,anim_name)
blend_tree.connect_node(seek_name,0,time_name)
blend_tree.connect_node(add_name, 0, prev_name)
blend_tree.connect_node(add_name, 1, anim_name)
blend_tree.connect_node(add_name, 1, seek_name)
prev_name = add_name
# Final output node connection
@ -63,22 +85,38 @@ func _ready():
# Set the blend amount for each additive node
for i in range(0, animations.size()):
anim_tree.set("parameters/Add_" + str(i) + "/add_amount", 1.0)
anim_tree.set("parameters/Add_" + str(animations[i]) + "/add_amount", 1.0)
anim_tree.set("parameters/Seek_" + str(animations[i]) + "/seek_request", 0)
anim_tree.set("parameters/Time_" + str(animations[i]) + "/scale", 0)
func _create_anim_dict(name:String):
animParameters[name] = {"type":"standard","out_speed":5.0,"in_speed":5.0,"value":0,"signal_value":0}
func _process(delta):
if not anim_tree:
return
for key in animParameters:
var anim_path = "parameters/Seek_" + key + "/seek_request"
var anim_player = get_child(0).get_node("AnimationPlayer") as AnimationPlayer
if not anim_player.has_animation(key):
print("Animation not found: ", key)
return
match(animParameters[key]["type"]):
"standard":
var value = float(animParameters[key]["signal_value"])
if value > 0.01:
animParameters[key]["value"] = clamp(float(animParameters[key]["value"]) + (delta * animParameters[key]["out_speed"] * value),0,1)
else:
animParameters[key]["value"] = clamp(float(animParameters[key]["value"]) - (delta * animParameters[key]["in_speed"] * (1 - value)),0,1)
"move_to":
animParameters[key]["value"] = lerp(float(animParameters[key]["value"]), float(animParameters[key]["signal_value"]),delta * animParameters[key]["out_speed"])
var anim_length = anim_player.get_animation(key).length
var time_value = clamp(animParameters[key].get("value",0), 0.0, 1.0) * anim_length
anim_tree.set(anim_path, time_value)
# Function to set the time of the animation based on a normalized value (0.0 to 1.0)
func _sent_signals(anim_name: String, value: float):
if not anim_tree:
return
var anim_path = "parameters/Anim_" + anim_name + "/time"
var anim_player = get_child(0).get_node("AnimationPlayer") as AnimationPlayer
if not anim_player.has_animation(anim_name):
print("Animation not found: ", anim_name)
return
var anim_length = anim_player.get_animation(anim_name).length
var time_value = clamp(value, 0.0, 1.0) * anim_length
anim_tree.set(anim_path, time_value)
animParameters[anim_name]["signal_value"] = clamp(value,0,1)

18
Scripts/GL_Lerp.gd Normal file
View file

@ -0,0 +1,18 @@
extends GL_Node
func _ready():
_set_title("Lerp")
_create_row("Value",0.0,0.0,true,0.0,1.0)
_create_row("Speed",1.0,null,true,1.0,25.0)
pass
func _process(delta):
super._process(delta)
for key in rows:
if rows[key]["picker"] == true && rows[key]["backConnected"] == false:
rows[key]["input"] = rows[key]["pickValue"]
rows["Value"]["output"] = lerp(float(rows["Value"]["output"]),float(rows["Value"]["input"]),delta * rows["Speed"]["input"])
_send_input("Value")

1
Scripts/GL_Lerp.gd.uid Normal file
View file

@ -0,0 +1 @@
uid://4m1d1qoykyf6

23
Scripts/GL_Mouse_Wheel.gd Normal file
View file

@ -0,0 +1,23 @@
extends GL_Node
func _ready():
_set_title("Mouse Wheel")
_create_row("Output", null, 0.0, false, 0.0, 0)
_create_row("Step Size", 0.0, null, true, 0.1, 1.0)
func _process(delta):
super._process(delta)
for key in rows:
if rows[key]["picker"] == true && rows[key]["backConnected"] == false:
rows[key]["input"] = rows[key]["pickValue"]
_send_input("Output")
func _input(event):
# Check if the mouse wheel up or down button is pressed
if event is InputEventMouseButton:
if event.button_index == MOUSE_BUTTON_WHEEL_UP and event.pressed:
rows["Output"]["output"] = clamp(rows["Output"]["output"] + rows["Step Size"]["input"], 0, 1)
elif event.button_index == MOUSE_BUTTON_WHEEL_DOWN and event.pressed:
rows["Output"]["output"] = clamp(rows["Output"]["output"] - rows["Step Size"]["input"], 0, 1)

View file

@ -0,0 +1 @@
uid://y8j8wap2o4oe

View file

@ -142,11 +142,30 @@ func _create_connection(target:GL_Node,input_name:String,output_name:String):
print("Connection already exists: " + output_name + " to " + target.name)
return
for node in get_tree().get_nodes_in_group("GL Node"):
if node is GL_Node:
node.destroy_connection(target,input_name)
connections.append(thenew)
rows[output_name]["connections"] = connections
target._confirm_backConnection(input_name)
func destroy_connection(target:GL_Node,input_name:String):
for key in rows:
var connections = rows[key].get("connections",[])
for i in connections.size():
if connections[i].target == target and connections[i].input_name == input_name:
connections.remove_at(i)
rows[key]["connections"] = connections
var holder = get_node("Margins").get_node("Holder")
for child in holder.get_children():
if child.name == "Title":
continue
(child.get_node("Input") as GL_Node_Point).update_lines()
(child.get_node("Output") as GL_Node_Point).update_lines()
return
func mouse_enter():
canDrag = true
func mouse_exit():

View file

@ -9,6 +9,8 @@ var rows : Dictionary = {
"Keystrokes":1,
"Keystroke Ramp":1,
"Mix Colors":1,
"Lerp":1,
"Mouse Wheel":1,
}
var searching : bool
var lastMousePos : Vector2