extends GL_Animatable var anim_tree: AnimationTree var blend_tree: AnimationNodeBlendTree # Assuming this node has a child node with an AnimationPlayer func _ready(): # Grab the AnimationPlayer from the first child var anim_player := get_child(0).get_node("AnimationPlayer") as AnimationPlayer # Initialize the AnimationTree and set up the blend tree anim_tree = AnimationTree.new() anim_tree.anim_player = anim_player.get_path() # Set the path to the AnimationPlayer add_child(anim_tree) # Create the blend tree anim_tree.tree_root = AnimationNodeBlendTree.new() anim_tree.active = true blend_tree = anim_tree.tree_root as AnimationNodeBlendTree # Disable automatic playback of animations anim_player.speed_scale = 0 # This will stop the animation from automatically playing var animations = anim_player.get_animation_list() if animations.size() == 0: return # 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) return # Start with the first animation node 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() 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 blend_tree.connect_node("output", 0, prev_name) # 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) # 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)