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