Give-LIFE-Cybers/Scripts/GL_Animatronic.gd

121 lines
4.4 KiB
GDScript

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():
# 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
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:
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)
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_" + 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)
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)
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, seek_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(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 > 0.5:
animParameters[key]["value"] = clamp(float(animParameters[key]["value"]) + (delta * animParameters[key]["out_speed"] * value),0,1)
elif value < 0.5:
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):
animParameters[anim_name]["signal_value"] = clamp(value,0,1)