Got a modifier signal into animation
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@ -54,6 +54,37 @@ region = Rect2( 0, 48, 48, 48 )
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atlas = SubResource( 145 )
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atlas = SubResource( 145 )
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region = Rect2( 48, 48, 48, 48 )
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region = Rect2( 48, 48, 48, 48 )
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[sub_resource type="StreamTexture" id=151]
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load_path = "res://.import/run-shoot.png-04896385acb8306189f1c45bb616220c.stex"
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[sub_resource type="AtlasTexture" id=152]
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atlas = SubResource( 151 )
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region = Rect2( 0, 0, 48, 48 )
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[sub_resource type="AtlasTexture" id=153]
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atlas = SubResource( 151 )
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region = Rect2( 48, 0, 48, 48 )
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[sub_resource type="AtlasTexture" id=154]
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atlas = SubResource( 151 )
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region = Rect2( 96, 0, 48, 48 )
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[sub_resource type="AtlasTexture" id=155]
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atlas = SubResource( 151 )
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region = Rect2( 144, 0, 48, 48 )
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[sub_resource type="AtlasTexture" id=156]
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atlas = SubResource( 151 )
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region = Rect2( 0, 48, 48, 48 )
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[sub_resource type="AtlasTexture" id=157]
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atlas = SubResource( 151 )
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region = Rect2( 48, 48, 48, 48 )
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[sub_resource type="AtlasTexture" id=158]
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atlas = SubResource( 151 )
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region = Rect2( 96, 48, 48, 48 )
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[sub_resource type="StreamTexture" id=133]
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[sub_resource type="StreamTexture" id=133]
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load_path = "res://.import/attack-stab.png-ef2ad659f974ce3d43d446e90b7c2f86.stex"
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load_path = "res://.import/attack-stab.png-ef2ad659f974ce3d43d446e90b7c2f86.stex"
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@ -465,40 +496,37 @@ region = Rect2( 0, 96, 48, 48 )
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atlas = SubResource( 18 )
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atlas = SubResource( 18 )
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region = Rect2( 48, 96, 48, 48 )
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region = Rect2( 48, 96, 48, 48 )
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[sub_resource type="StreamTexture" id=151]
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[sub_resource type="AtlasTexture" id=162]
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load_path = "res://.import/run-shoot.png-04896385acb8306189f1c45bb616220c.stex"
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[sub_resource type="AtlasTexture" id=152]
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atlas = SubResource( 151 )
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atlas = SubResource( 151 )
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region = Rect2( 0, 0, 48, 48 )
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region = Rect2( 96, 96, 48, 48 )
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[sub_resource type="AtlasTexture" id=153]
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[sub_resource type="AtlasTexture" id=163]
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atlas = SubResource( 151 )
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atlas = SubResource( 151 )
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region = Rect2( 48, 0, 48, 48 )
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region = Rect2( 144, 96, 48, 48 )
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[sub_resource type="AtlasTexture" id=154]
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[sub_resource type="AtlasTexture" id=159]
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atlas = SubResource( 151 )
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atlas = SubResource( 151 )
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region = Rect2( 96, 0, 48, 48 )
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region = Rect2( 144, 48, 48, 48 )
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[sub_resource type="AtlasTexture" id=155]
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[sub_resource type="AtlasTexture" id=160]
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atlas = SubResource( 151 )
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atlas = SubResource( 151 )
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region = Rect2( 144, 0, 48, 48 )
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region = Rect2( 0, 96, 48, 48 )
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[sub_resource type="AtlasTexture" id=156]
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[sub_resource type="AtlasTexture" id=161]
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atlas = SubResource( 151 )
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atlas = SubResource( 151 )
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region = Rect2( 0, 48, 48, 48 )
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region = Rect2( 48, 96, 48, 48 )
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[sub_resource type="AtlasTexture" id=157]
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atlas = SubResource( 151 )
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region = Rect2( 48, 48, 48, 48 )
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[sub_resource type="AtlasTexture" id=158]
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atlas = SubResource( 151 )
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region = Rect2( 96, 48, 48, 48 )
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[sub_resource type="StreamTexture" id=111]
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[sub_resource type="StreamTexture" id=111]
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load_path = "res://.import/run-sword.png-6e6a5a9983f4110cdd5e02e00d67da69.stex"
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load_path = "res://.import/run-sword.png-6e6a5a9983f4110cdd5e02e00d67da69.stex"
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[sub_resource type="AtlasTexture" id=118]
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atlas = SubResource( 111 )
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region = Rect2( 0, 96, 48, 48 )
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[sub_resource type="AtlasTexture" id=119]
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atlas = SubResource( 111 )
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region = Rect2( 48, 96, 48, 48 )
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[sub_resource type="AtlasTexture" id=112]
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[sub_resource type="AtlasTexture" id=112]
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atlas = SubResource( 111 )
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atlas = SubResource( 111 )
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region = Rect2( 0, 0, 48, 48 )
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region = Rect2( 0, 0, 48, 48 )
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@ -523,14 +551,6 @@ region = Rect2( 48, 48, 48, 48 )
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atlas = SubResource( 111 )
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atlas = SubResource( 111 )
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region = Rect2( 96, 48, 48, 48 )
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region = Rect2( 96, 48, 48, 48 )
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[sub_resource type="AtlasTexture" id=118]
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atlas = SubResource( 111 )
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region = Rect2( 0, 96, 48, 48 )
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[sub_resource type="AtlasTexture" id=119]
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atlas = SubResource( 111 )
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region = Rect2( 48, 96, 48, 48 )
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[sub_resource type="StreamTexture" id=38]
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[sub_resource type="StreamTexture" id=38]
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load_path = "res://.import/run-crouch.png-13dd70dd30935cf28b601677cc96319e.stex"
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load_path = "res://.import/run-crouch.png-13dd70dd30935cf28b601677cc96319e.stex"
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@ -574,26 +594,6 @@ region = Rect2( 0, 96, 48, 48 )
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atlas = SubResource( 38 )
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atlas = SubResource( 38 )
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region = Rect2( 48, 96, 48, 48 )
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region = Rect2( 48, 96, 48, 48 )
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[sub_resource type="AtlasTexture" id=159]
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atlas = SubResource( 151 )
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region = Rect2( 144, 48, 48, 48 )
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[sub_resource type="AtlasTexture" id=160]
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atlas = SubResource( 151 )
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region = Rect2( 0, 96, 48, 48 )
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[sub_resource type="AtlasTexture" id=161]
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atlas = SubResource( 151 )
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region = Rect2( 48, 96, 48, 48 )
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[sub_resource type="AtlasTexture" id=162]
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atlas = SubResource( 151 )
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region = Rect2( 96, 96, 48, 48 )
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[sub_resource type="AtlasTexture" id=163]
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atlas = SubResource( 151 )
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region = Rect2( 144, 96, 48, 48 )
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[sub_resource type="StreamTexture" id=124]
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[sub_resource type="StreamTexture" id=124]
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load_path = "res://.import/walk.png-0d536fc31ef445aa94a97fccd3c71be9.stex"
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load_path = "res://.import/walk.png-0d536fc31ef445aa94a97fccd3c71be9.stex"
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@ -642,6 +642,11 @@ animations = [ {
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"name": "attack-shoot",
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"name": "attack-shoot",
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"speed": 15.0
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"speed": 15.0
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}, {
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}, {
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"frames": [ SubResource( 152 ), SubResource( 153 ), SubResource( 154 ), SubResource( 155 ), SubResource( 156 ), SubResource( 157 ), SubResource( 158 ), SubResource( 152 ) ],
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"loop": false,
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"name": "attack-shoot-run",
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"speed": 13.0
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}, {
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"frames": [ SubResource( 134 ), SubResource( 135 ), SubResource( 136 ), SubResource( 136 ), SubResource( 137 ), SubResource( 138 ), SubResource( 139 ) ],
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"frames": [ SubResource( 134 ), SubResource( 135 ), SubResource( 136 ), SubResource( 136 ), SubResource( 137 ), SubResource( 138 ), SubResource( 139 ) ],
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"loop": false,
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"loop": false,
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"name": "attack-stab",
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"name": "attack-stab",
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@ -732,26 +737,21 @@ animations = [ {
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"name": "run",
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"name": "run",
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"speed": 13.0
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"speed": 13.0
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}, {
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}, {
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"frames": [ SubResource( 152 ), SubResource( 153 ), SubResource( 154 ), SubResource( 155 ), SubResource( 156 ), SubResource( 157 ), SubResource( 158 ), SubResource( 152 ) ],
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"frames": [ SubResource( 162 ), SubResource( 152 ), SubResource( 163 ), SubResource( 153 ), SubResource( 154 ), SubResource( 159 ), SubResource( 160 ), SubResource( 161 ) ],
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"loop": false,
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"loop": true,
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"name": "run-attack-shoot",
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"name": "run-attack-shoot",
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"speed": 13.0
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"speed": 13.0
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}, {
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}, {
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"frames": [ SubResource( 112 ), SubResource( 113 ), SubResource( 114 ), SubResource( 115 ), SubResource( 116 ), SubResource( 117 ), SubResource( 118 ), SubResource( 119 ) ],
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"frames": [ SubResource( 118 ), SubResource( 119 ), SubResource( 112 ), SubResource( 113 ), SubResource( 114 ), SubResource( 115 ), SubResource( 116 ), SubResource( 117 ) ],
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"loop": true,
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"loop": true,
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"name": "run-attack-sword",
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"name": "run-attack-sword",
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"speed": 13.0
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"speed": 13.0
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}, {
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}, {
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"frames": [ SubResource( 39 ), SubResource( 40 ), SubResource( 41 ), SubResource( 42 ), SubResource( 43 ), SubResource( 44 ), SubResource( 45 ), SubResource( 46 ), SubResource( 47 ), SubResource( 48 ) ],
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"frames": [ SubResource( 39 ), SubResource( 40 ), SubResource( 41 ), SubResource( 42 ), SubResource( 43 ), SubResource( 44 ), SubResource( 45 ), SubResource( 46 ), SubResource( 47 ), SubResource( 48 ) ],
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"loop": true,
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"loop": true,
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"name": "run-crouch",
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"name": "run_crouch",
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"speed": 10.0
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"speed": 10.0
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}, {
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}, {
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"frames": [ SubResource( 153 ), SubResource( 154 ), SubResource( 159 ), SubResource( 160 ), SubResource( 161 ), SubResource( 162 ), SubResource( 152 ), SubResource( 163 ) ],
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"loop": true,
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"name": "run-shoot",
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"speed": 13.0
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}, {
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"frames": [ SubResource( 125 ), SubResource( 126 ), SubResource( 127 ), SubResource( 128 ), SubResource( 129 ), SubResource( 130 ), SubResource( 131 ), SubResource( 132 ) ],
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"frames": [ SubResource( 125 ), SubResource( 126 ), SubResource( 127 ), SubResource( 128 ), SubResource( 129 ), SubResource( 130 ), SubResource( 131 ), SubResource( 132 ) ],
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"loop": true,
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"loop": true,
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"name": "walk",
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"name": "walk",
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@ -21,12 +21,16 @@ var previous_state_frame_number : int
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var previous_state_name: String
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var previous_state_name: String
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var previous_speed_multiplier: float
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var previous_speed_multiplier: float
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var _frame_switch_tracker := -1
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var _index_tracker := -1
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# Called when the node enters the scene tree for the first time.
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# Called when the node enters the scene tree for the first time.
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func _ready():
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func _ready():
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request_state_change = funcref(get_node(callable_state_machine), 'change_to_known_state')
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request_state_change = funcref(get_node(callable_state_machine), 'change_to_known_state')
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add_state_modifier = funcref(get_node(callable_state_machine),'push_state_modifier')
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add_state_modifier = funcref(get_node(callable_state_machine),'push_state_modifier')
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get_node(callable_state_machine).connect("state_changed", self,"_on_state_change")
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get_node(callable_state_machine).connect("state_changed", self,"_on_state_change")
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get_node(callable_state_machine).connect("modifiers_updated",self,"_on_modifiers_updated")
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self.connect("animation_finished",self,"_on_animation_finished")
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self.connect("animation_finished",self,"_on_animation_finished")
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#set current state since State machine might have set state before this
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#set current state since State machine might have set state before this
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@ -38,6 +42,10 @@ func _ready():
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# Sprites should only have a process function
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# Sprites should only have a process function
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# but if I have this will the sprite still animate?
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# but if I have this will the sprite still animate?
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func _process(delta):
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func _process(delta):
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##TODO: Put in to try to buffer animation switches on frame change
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if _frame_switch_tracker != -1 and frame == _frame_switch_tracker:
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print ("time to switch", _frame_switch_tracker)
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change_animation(_frame_switch_tracker, _index_tracker)
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# Not sure what should be called first here.
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# Not sure what should be called first here.
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if has_method('_state_process_' + current_state.name):
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if has_method('_state_process_' + current_state.name):
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call('_state_process_' + current_state.name)
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call('_state_process_' + current_state.name)
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@ -61,12 +69,13 @@ func _on_animation_finished():
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func change_animation(enter_frame := 0, index := 0, suffix := ''):
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func change_animation(enter_frame := 0, index := 0, suffix := ''):
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## TODO:
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## TODO:
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# Need to find a way to attempt to keep and transfer the Index or frame
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# Need to find a way to attempt to keep and transfer the Index or frame
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if modifier:
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if modifier:
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#print("hey you got one! -> ", modifier.animation_name)
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#print("hey you got one! -> ", modifier.animation_name)
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match modifier.modifier_type:
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match modifier.modifier_type:
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StateModifier.TYPE.ANIMATION_SUFFIX:
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StateModifier.TYPE.ANIMATION_SUFFIX:
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print("hey you got one! -> ", modifier.animation_suffix)
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print("hey you got one! -> ", modifier.animation_suffix)
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_frame_switch_tracker = -1
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_index_tracker = -1
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# By Default, we build an animation sequence off of this state's before checking
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# By Default, we build an animation sequence off of this state's before checking
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# for modifiers
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# for modifiers
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@ -85,11 +94,11 @@ func change_animation(enter_frame := 0, index := 0, suffix := ''):
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match modifier.modifier_type:
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match modifier.modifier_type:
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modifier.TYPE.ANIMATION_SUFFIX:
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modifier.TYPE.ANIMATION_SUFFIX:
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# Check that this animation actually exists
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# Check that this animation actually exists
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if frames.has_animation(mod_animation_sequence[animation_index] + modifier.animation_suffix):
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if frames.has_animation(mod_animation_sequence[animation_index] + '-' + modifier.animation_suffix):
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animation_suffix = modifier.animation_suffix
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animation_suffix = modifier.animation_suffix
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else:
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else:
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push_warning("Modifier attempting to apply suffix that doesn't exist" +
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push_warning("Modifier attempting to apply suffix that doesn't exist" +
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(mod_animation_sequence[animation_index] + modifier.animation_suffix))
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(mod_animation_sequence[animation_index] + '-' + modifier.animation_suffix))
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modifier.TYPE.REPLACE_ANIMATION:
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modifier.TYPE.REPLACE_ANIMATION:
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if frames.has_animation(modifier.animation_name):
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if frames.has_animation(modifier.animation_name):
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mod_animation_sequence.clear()
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mod_animation_sequence.clear()
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@ -143,8 +152,13 @@ func change_animation(enter_frame := 0, index := 0, suffix := ''):
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if mod_animation_sequence.size() > 0:
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if mod_animation_sequence.size() > 0:
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if current_state.debug_state:
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if current_state.debug_state:
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print("Starting Animation: " , mod_animation_sequence[animation_index] + animation_suffix)
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print("Starting Animation: " , mod_animation_sequence[animation_index] + animation_suffix)
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play(mod_animation_sequence[animation_index] + animation_suffix)
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if animation_suffix != '':
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play(mod_animation_sequence[animation_index] + '-' + animation_suffix)
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else:
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play(mod_animation_sequence[animation_index])
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#TODO: maybe check current animatio has this frame
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#TODO: maybe check current animatio has this frame
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if enter_frame != 0:
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print ("alternate starting frame:", enter_frame)
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frame = enter_frame
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frame = enter_frame
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else:
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else:
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print("Error! Resolved to empty animation sequence!?")
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print("Error! Resolved to empty animation sequence!?")
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@ -233,3 +247,20 @@ func _on_state_change(old_state_name:String, new_state :State):
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push_warning("Received non animated Actor state.")
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push_warning("Received non animated Actor state.")
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#current_state = new_state
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#current_state = new_state
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func _on_modifiers_updated(_modifier_type :int, _modifier_action :int):
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##TODO: There's so many things I could maybe do here but lets target the
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## current use case.
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if _modifier_type == StateModifierAnimatedActor.TYPE.ANIMATION_SUFFIX:
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print("A: ", animation, " F: ", frame, " -Modifier Changed Signal")
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# Wait for frame to finish before doing anything.
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#yield(self, "frame_changed")
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if _modifier_action == StateModifierAnimatedActor.EVENT_ID.DEACTIVATED:
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if frame != 0 and frame != frames.get_frame_count(animation):
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print ("lets change the animation suffix frame:", frame)
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var current_frame = frame
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#yield(self, "frame_changed")
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#while current_frame == frame:
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# print("waiting...")
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#change_animation(frame + 1 ,animation_index)
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_frame_switch_tracker = frame + 1
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_index_tracker = animation_index
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@ -8,7 +8,7 @@ export var debug_state_machine: bool = false
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#var starting_state: State
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#var starting_state: State
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signal state_changed(old_state_name, new_state)
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signal state_changed(old_state_name, new_state)
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signal modifiers_updated(modifier_type, modifier_eventid)
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var current_state: State
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var current_state: State
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var state_modifiers: Array
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var state_modifiers: Array
|
||||||
|
|
@ -61,6 +61,7 @@ func _physics_process(delta):
|
||||||
merge_modifiers()
|
merge_modifiers()
|
||||||
|
|
||||||
func merge_modifiers():
|
func merge_modifiers():
|
||||||
|
merged_animation_state_modifiers.reset()
|
||||||
for m in state_modifiers:
|
for m in state_modifiers:
|
||||||
if m is StateModifierAnimatedActor:
|
if m is StateModifierAnimatedActor:
|
||||||
#print(m.name)
|
#print(m.name)
|
||||||
|
|
@ -111,6 +112,11 @@ func handle_modifier_events(eventID :int):
|
||||||
if eventID == StateModifier.EVENT_ID.ACTIVATED:
|
if eventID == StateModifier.EVENT_ID.ACTIVATED:
|
||||||
print ("A mod activated! Which one though?")
|
print ("A mod activated! Which one though?")
|
||||||
merge_modifiers()
|
merge_modifiers()
|
||||||
|
emit_signal("modifiers_updated",merged_animation_state_modifiers.modifier_type, eventID)
|
||||||
|
elif eventID == StateModifier.EVENT_ID.DEACTIVATED:
|
||||||
|
merge_modifiers()
|
||||||
|
emit_signal("modifiers_updated",merged_animation_state_modifiers.modifier_type, eventID)
|
||||||
|
|
||||||
|
|
||||||
# Disable to test whether actually needed.
|
# Disable to test whether actually needed.
|
||||||
## Pass through functions for the Player to call,
|
## Pass through functions for the Player to call,
|
||||||
|
|
|
||||||
|
|
@ -11,12 +11,16 @@ func _ready():
|
||||||
state_ref.connect("state_exited", self, "_on_state_exited_attack_sword")
|
state_ref.connect("state_exited", self, "_on_state_exited_attack_sword")
|
||||||
|
|
||||||
attack_sword = StateModifierAnimatedActor.new()
|
attack_sword = StateModifierAnimatedActor.new()
|
||||||
attack_sword.setup('sword_drawn',StateModifier.TYPE.ANIMATION_SUFFIX,5.0)
|
attack_sword.setup('sword_drawn',StateModifier.TYPE.ANIMATION_SUFFIX,2.0)
|
||||||
add_child(attack_sword.timeout)
|
add_child(attack_sword.timeout)
|
||||||
attack_sword.animation_name = 'PoopenStein'
|
#attack_sword.animation_name = 'PoopenStein'
|
||||||
attack_sword.animation_suffix = '-attack-sword'
|
attack_sword.animation_suffix = 'attack-sword'
|
||||||
add_state_modifier.call_func(attack_sword)
|
add_state_modifier.call_func(attack_sword)
|
||||||
|
|
||||||
|
# Testing
|
||||||
|
#speed_scale = .1
|
||||||
|
|
||||||
|
|
||||||
# I don't need this right now but I proved it can be done!
|
# I don't need this right now but I proved it can be done!
|
||||||
#func _state_process_idle():
|
#func _state_process_idle():
|
||||||
# print("I got called!")
|
# print("I got called!")
|
||||||
|
|
|
||||||
Loading…
Reference in New Issue
Block a user