Hours figuring out how animation systems work
This commit is contained in:
parent
8359479243
commit
6488a0499e
4 changed files with 266 additions and 16 deletions
|
@ -10,13 +10,74 @@ func _ready():
|
|||
|
||||
# Initialize the AnimationTree and set up the blend tree
|
||||
anim_tree = AnimationTree.new()
|
||||
anim_tree.anim_player = anim_player.get_path()
|
||||
add_child(anim_tree)
|
||||
|
||||
# Create and assign the root node for the blend tree
|
||||
anim_tree.tree_root = AnimationNodeBlendTree.new()
|
||||
anim_tree.tree_root = AnimationNodeAnimation.new()
|
||||
anim_tree.active = true
|
||||
var animations = anim_player.get_animation_list()
|
||||
if animations.size() == 0:
|
||||
return
|
||||
|
||||
blend_tree = AnimationNodeBlendTree.new()
|
||||
anim_tree.tree_root = blend_tree
|
||||
|
||||
blend_tree = anim_tree.tree_root as AnimationNodeBlendTree
|
||||
# Handle single animation case
|
||||
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)
|
||||
return
|
||||
|
||||
# Start with the first animation
|
||||
var prev_name = "Anim_" + 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)
|
||||
|
||||
# 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 new_anim_node := AnimationNodeAnimation.new()
|
||||
new_anim_node.animation = animations[i]
|
||||
blend_tree.add_node(anim_name, new_anim_node, Vector2(i * 200, 0))
|
||||
|
||||
var add_node := AnimationNodeAdd2.new()
|
||||
anim_tree.set("parameters/" + add_name + "/add_amount", 1.0)
|
||||
blend_tree.add_node(add_name, add_node, Vector2(i * 200, 100))
|
||||
|
||||
blend_tree.connect_node(add_name, 0, prev_name)
|
||||
blend_tree.connect_node(add_name, 1, anim_name)
|
||||
|
||||
prev_name = add_name
|
||||
|
||||
# Final output node connection
|
||||
#var output := AnimationNodeOutput.new()
|
||||
#blend_tree.add_node("Output", output, Vector2((animations.size() + 1) * 200, 100))
|
||||
blend_tree.connect_node("Output", 0, prev_name)
|
||||
|
||||
|
||||
func _sent_signals(anim_name: String, value: float):
|
||||
pass
|
||||
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)
|
||||
print(anim_player.get_animation_list())
|
||||
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)
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue