godot_rl_FPS / tbot_model.gd
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extends Node3D
class_name CharacterModel
@onready var animation_tree : AnimationTree = $AnimationTree
@onready var _playerback : AnimationNodeStateMachinePlayback = animation_tree["parameters/playback"]
@onready var skeleton = $Armature/Skeleton3D
enum States {IDLE, RUN, AIR}
func _ready():
animation_tree.active = true
# $Armature/Skeleton3D.get_modification_stack().enable_all_modifications(true)
# $Armature/Skeleton3D.modification_stack.get_modification(0).set_target_node("")
# $Armature/Skeleton3D.modification_stack.get_modification(0).set_target_node("../../Gun/LeftHandMarker")
func set_team(value):
var material: Material
if value == 0:
material = load("res://tbot_model_green_team.tres")
elif value == 1:
material = load("res://tbot_model_red_team.tres")
print("setting tbot material")
$Armature/Skeleton3D/Mesh.set_surface_override_material(0, material)
func transition_to(state_id: States):
match state_id:
States.IDLE:
_playerback.travel("Idle")
States.RUN:
_playerback.travel("RunBlend")
_:
_playerback.travel("Idle")
func set_velocity(velocity: Vector3):
animation_tree.set("parameters/RunBlend/blend_position", Vector2(velocity.x, velocity.z))
func set_camera_angle(angle: float):
$Gun.rotation.x = -angle
func get_gun_info():
return $Gun/MuzzleMarker.global_position
func toggle_model_mesh(value: bool):
$Armature/Skeleton3D/Mesh.visible = value