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godot/Models/grape_man.glb (Stored with Git LFS)
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godot/Models/grape_man.glb (Stored with Git LFS)
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@ -136,15 +136,18 @@ xfade_time = 0.3
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[sub_resource type="AnimationNodeStateMachineTransition" id="AnimationNodeStateMachineTransition_y2dr5"]
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xfade_time = 0.3
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[sub_resource type="AnimationNodeStateMachineTransition" id="AnimationNodeStateMachineTransition_ubbuf"]
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xfade_time = 0.3
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[sub_resource type="AnimationNodeStateMachine" id="AnimationNodeStateMachine_6mfdu"]
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states/IdleEmpty/node = SubResource("AnimationNodeBlendTree_ojr1k")
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states/IdleEmpty/position = Vector2(315, 186)
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states/IdleHold/node = SubResource("AnimationNodeBlendTree_v72vt")
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states/IdleHold/position = Vector2(592, 349)
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states/Pickup/node = SubResource("AnimationNodeAnimation_rrdxi")
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states/Pickup/position = Vector2(734, 117)
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states/Pickup/position = Vector2(711, 105)
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states/WalkEmpty/node = SubResource("AnimationNodeBlendTree_6rmmo")
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states/WalkEmpty/position = Vector2(548, 208)
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states/WalkEmpty/position = Vector2(619, 219)
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states/WalkHold/node = SubResource("AnimationNodeBlendTree_kalnq")
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states/WalkHold/position = Vector2(351, 323)
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transitions = ["Start", "IdleEmpty", SubResource("AnimationNodeStateMachineTransition_8sw6d"), "IdleEmpty", "WalkHold", SubResource("AnimationNodeStateMachineTransition_71rn8"), "WalkHold", "IdleEmpty", SubResource("AnimationNodeStateMachineTransition_cp7lp"), "WalkEmpty", "IdleEmpty", SubResource("AnimationNodeStateMachineTransition_27n2r"), "IdleEmpty", "WalkEmpty", SubResource("AnimationNodeStateMachineTransition_v26jl"), "IdleHold", "WalkHold", SubResource("AnimationNodeStateMachineTransition_u0rau"), "IdleHold", "WalkEmpty", SubResource("AnimationNodeStateMachineTransition_1hqga"), "WalkEmpty", "IdleHold", SubResource("AnimationNodeStateMachineTransition_uekhs"), "WalkHold", "IdleHold", SubResource("AnimationNodeStateMachineTransition_652wi"), "IdleEmpty", "Pickup", SubResource("AnimationNodeStateMachineTransition_sdgve"), "Pickup", "IdleEmpty", SubResource("AnimationNodeStateMachineTransition_otprv"), "IdleEmpty", "IdleHold", SubResource("AnimationNodeStateMachineTransition_fbwhh"), "IdleHold", "IdleEmpty", SubResource("AnimationNodeStateMachineTransition_4rq7a"), "WalkHold", "WalkEmpty", SubResource("AnimationNodeStateMachineTransition_oange"), "WalkEmpty", "WalkHold", SubResource("AnimationNodeStateMachineTransition_et4tx"), "Pickup", "IdleHold", SubResource("AnimationNodeStateMachineTransition_y2dr5"), "IdleHold", "Pickup", SubResource("AnimationNodeStateMachineTransition_ubbuf")]
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@ -6,7 +6,6 @@ const JUMP_VELOCITY = 4.5
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@export var horiz_sens = 0.25
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@export var vert_sens = 0.25
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var holding: WeakRef = weakref(null)
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# Get the gravity from the project settings to be synced with RigidBody nodes.
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@ -30,21 +29,9 @@ func _input(event):
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$CameraMount.rotate_x(deg_to_rad(-event.relative.y * vert_sens))
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$grape_man.rotate_y(deg_to_rad(event.relative.x * horiz_sens))
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$CameraMount.global_rotation.x = clampf($CameraMount.global_rotation.x, deg_to_rad(-60), deg_to_rad(-11))
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if Input.is_action_just_pressed("ui_accept"):
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var obj = holding.get_ref()
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if obj:
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holding = weakref(null)
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else:
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$grape_man.pickup()
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func _physics_process(delta):
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if $grape_man.pickup_animation_in_progress:
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return
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# Add the gravity.
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if not is_on_floor():
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velocity.y -= gravity * delta
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@ -53,10 +40,6 @@ func _physics_process(delta):
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# Get the input direction and handle the movement/deceleration.
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# As good practice, you should replace UI actions with custom gameplay actions.
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var input_dir = Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down")
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var direction = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
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if direction:
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velocity.x = direction.x * SPEED
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@ -66,20 +49,10 @@ func _physics_process(delta):
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$grape_man.global_position.y,
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$grape_man.global_position.z - velocity.z,
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))
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if holding.get_ref():
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$grape_man.walk_hold()
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else:
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$grape_man.walk_empty()
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$grape_man.walk_empty()
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else:
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if holding.get_ref():
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$grape_man.idle_hold()
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else:
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$grape_man.idle_empty()
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$grape_man.idle_empty()
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velocity.x = move_toward(velocity.x, 0, SPEED)
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velocity.z = move_toward(velocity.z, 0, SPEED)
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move_and_slide()
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func _on_grape_man_anim_check_grab(_position):
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holding = weakref(self)
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@ -20,5 +20,3 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.3, 0)
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 1.39043)
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current = true
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fov = 50.0
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[connection signal="anim_check_grab" from="grape_man" to="." method="_on_grape_man_anim_check_grab"]
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