Added a simpler 'static' jump pose, and implemented in AnimTree

This commit is contained in:
2024-12-11 15:36:12 -08:00
parent b9ae090f95
commit 5d400cc68e
7 changed files with 527 additions and 364 deletions
+5 -1
View File
@@ -29,16 +29,19 @@ func map( value : float , in_min : float, in_max : float, out_min : float, out_m
func update_tree():
anim_tree["parameters/Walk/blend_amount"] = animp.speed_scale / 1.5
anim_tree["parameters/Run/blend_amount"] = map ( speed , SPEED , SPEED * RUN_MULT , 0 , 1 )
func _physics_process(delta):
# Add the gravity.
if not is_on_floor():
velocity.y -= gravity * delta
else:
anim_tree["parameters/Jump/blend_amount"] = move_toward( anim_tree["parameters/Jump/blend_amount"] , 0.0 , 0.1)
# Handle jump.
if Input.is_action_just_pressed("jump") and is_on_floor():
velocity.y = JUMP_VELOCITY
anim_tree["parameters/Jump/blend_amount"] = 1.0
# Get the input direction and handle the movement/deceleration.
# As good practice, you should replace UI actions with custom gameplay actions.
@@ -71,6 +74,7 @@ func _physics_process(delta):
velocity.z = move_toward(velocity.z, 0, INNERTIA )
animp.speed_scale = move_toward( animp.speed_scale, 0 , .05 )
$GPUParticles3D.amount_ratio = 0.0
update_tree()
move_and_slide()