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Author SHA1 Message Date
d9b5d27855 State modifier progress. 2025-03-23 00:15:31 -07:00
e8aa0bbbb9 Change state export variable names. 2025-03-22 21:18:14 -07:00
20 changed files with 334 additions and 122 deletions

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@ -0,0 +1,133 @@
class_name DumbOldStateModifier
extends Reference
## State modification
##
## A state modifier doesn't have any direct control of a game object.
## They are transfered from the enter and exit of other states and
## influence the movement or animation of their parent states.
## Rather than going full into paralell state machines I hope that this
## modifier will be suitable for a basic state machine.
##
## @WIP
enum TYPE {NONE,EXIT_ANIMATION, ANIMATION_SUFFIX, REPLACE_ANIMATION}
var debug_state: bool = false
## These should be the original properties set when the modifier is created.
# property changes can be applied over time but these are the instantiated values.
var modifier_properties: ModifierProperties
## Animation modifier variables
## The name of the animation that could be applied and starting frame
var animation_name: String
var starting_frame: int = 0
##TODO: Animation speed
## Modification Type
## if an animation is specified, the default behavior will be just to override
## the state animation. Or perform a 'Replace Animation'
var modifier_type = TYPE.NONE
var name :String = ''
# Move Speed in Pixels Per Second
# These should only apply if Modification Type Set to None.
# (But I'm not sure if I like that model.)
#var move_speed: float
#var move_speed_modifier: float = 0
#var move_speed_modifier_decay: float = 0
var gravity: int = ProjectSettings.get_setting("physics/2d/default_gravity")
# Attempting to use this as an animation suffix that can linger after
# state transition like 'run-fire' to 'idle-fire' 'jump-fire' etc.
#var animation_suffix: bool = false
#var pre_append_animation: bool = false
# not sure if I can do the array thing from state change. Maybe?
# disabling this sequencing for now.
# export(Array, String) var animation_sequence
# var animation_index: int = 0
# var current_animation_sequence: int = 0
#var animation_sequence_timer: Timer
var state_timeout: Timer
var timeout_seconds: float = 0.0
# Meant to be called on timeout or other counters this modifier may have.
# Should be updated whenever modifier owner transfers
var state_call_function: FuncRef
## Can't do it this way.
#func copy_modifier() -> StateModifier:
# var new_modifier = StateModifier.new()
# new_modifier.ready(animation_name, modifier_type, timeout_seconds)
#
# return StateModifier.new()
#
func merge_modifier(merging_mod: ModifierProperties):
if merging_mod.modifier_type != TYPE.NONE:
print("Warning Merging modifier types that aren't set to 'none' is not supported!")
return
# Can't support timeouts or animation stuff right now.
#timeout_seconds = merging_mod.timeout_seconds
# move_speed = merging_mod.move_speed
# gravity = merging_mod.gravity
# move_speed_modifier = merging_mod.move_speed_modifier
# move_speed_modifier_decay = merging_mod.move_speed_modifier_decay
func get_modifier_properties() -> ModifierProperties:
#( p_move_speed:float, p_gravity:int , p_move_acceleration , p_move_speed_modifier:float,
# p_move_modifier_move_acceleration:float, p_jerk_factor: float):
var mp = ModifierProperties.new( modifier_properties.move_speed,
modifier_properties.gravity,
modifier_properties.move_acceleration,
modifier_properties.move_speed_modifier,
modifier_properties.move_modifier_move_acceleration,
modifier_properties.jerk_factor)
mp.directional_modifier = modifier_properties.directional_modifier
return mp
func ready(modifier_name:String, anim_name:String = '', type = TYPE.NONE, timeout : float = 0, parent:Node = null, function_name : String = "") -> Timer:
name = modifier_name
# If somebody forgot to specify the type
if anim_name != '' and type == TYPE.NONE:
modifier_type = TYPE.REPLACE_ANIMATION
animation_name = anim_name
modifier_type = type
# if parent != null and function_name != "":
# state_call_function = funcref(parent, function_name)
modifier_properties = ModifierProperties.new(0,0,0,0,0,0)
if timeout > 0:
state_timeout = Timer.new()
state_timeout.wait_time = timeout
state_timeout.one_shot = true
state_timeout.autostart = false
return state_timeout
#add_child(state_timeout)
#ModifierProperties.new()
return null
## Transfer and callback related methods. These sort of worked but I didn't end up using them
## They're an interesting idea though.
func transfer_owner(parent:Node):
print("Modifier owner will now be: ", parent.name)
state_call_function = funcref(parent, 'update_animation')
func _on_Timer_timeout():
#print("Oh Crap! I can't beleive it worked")
if state_call_function:
if state_call_function.is_valid():
state_call_function.call_func()
else:
print("Warning! Modifier timed out with no callback to alert.")
else:
print("Warning! no function applies.")

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@ -1,4 +1,4 @@
class_name ModifierProperties class_name DEPR_ModifierProperties
extends Reference extends Reference
var modifier_type: int = 0 var modifier_type: int = 0

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@ -11,6 +11,7 @@ onready var current_state = StateAnimatedActor.new()
#var animation_finished: bool = false #var animation_finished: bool = false
var request_state_change: FuncRef var request_state_change: FuncRef
var add_state_modifier: FuncRef
# this just wouldn't work well. Maybe I can try a resource # this just wouldn't work well. Maybe I can try a resource
# export(Array, NodePath) var transition_state_nodes # export(Array, NodePath) var transition_state_nodes
@ -32,6 +33,8 @@ var previous_speed_multiplier: float
# Called when the node enters the scene tree for the first time. # Called when the node enters the scene tree for the first time.
func _ready(): func _ready():
request_state_change = funcref(get_node(callable_state_machine), 'change_to_known_state') request_state_change = funcref(get_node(callable_state_machine), 'change_to_known_state')
add_state_modifier = funcref(get_node(callable_state_machine),'push_state_modifier')
get_node(callable_state_machine).connect("state_changed", self,"_on_state_change") get_node(callable_state_machine).connect("state_changed", self,"_on_state_change")
self.connect("animation_finished",self,"_on_animation_finished") self.connect("animation_finished",self,"_on_animation_finished")
@ -85,6 +88,9 @@ func change_animation(enter_frame := 0, index := 0, suffix := ''):
# if modifier.state_timeout and modifier.timeout_seconds == 0: # if modifier.state_timeout and modifier.timeout_seconds == 0:
# modifier = null # modifier = null
if current_state.modifier:
print("hey you got one! -> ", current_state.modifier.name)
# By Default, we build an animation sequence off of this state's before checking # By Default, we build an animation sequence off of this state's before checking
# for modifiers # for modifiers
var animation_sequence = current_state.animation_sequence var animation_sequence = current_state.animation_sequence

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@ -134,10 +134,10 @@ func _on_state_change(old_state_name:String, new_state :State):
func move_actor_as_desired( x_move_direction_override: float = 0): func move_actor_as_desired( x_move_direction_override: float = 0):
var delta:float = physics_delta var delta:float = physics_delta
var _move_speed = current_state.move_speed var _move_speed = current_state.horizontal_speed
var _move_speed_modifier = current_state.move_speed_modifier var _move_acceleration = current_state.horizontal_acceleration
var _move_modifier_move_acceleration = current_state.move_modifier_move_acceleration var _move_speed_modifier = current_state.horizontal_speed_offset
var _move_acceleration = current_state.move_acceleration var _move_modifier_move_acceleration = current_state.horizontal_speed_offset_acceleration
var _jerk_factor = current_state.jerk_factor var _jerk_factor = current_state.jerk_factor
var _gravity = current_state.gravity var _gravity = current_state.gravity

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@ -12,6 +12,8 @@ signal state_exited()
var state_timeout: Timer var state_timeout: Timer
var state_ready: bool = true var state_ready: bool = true
var modifier: StateModifier
export var name: String export var name: String
# Called when the node enters the scene tree for the first time. # Called when the node enters the scene tree for the first time.
@ -55,6 +57,7 @@ func enter() -> void:
func exit() -> void: func exit() -> void:
emit_signal("state_exited") emit_signal("state_exited")
modifier = null
return return
# Disable to test whether actually needed. # Disable to test whether actually needed.

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@ -10,10 +10,13 @@ extends State
## @WIP ## @WIP
# Movement Speed in Pixels Per Second # Movement Speed in Pixels Per Second
export var move_speed: float = 60 # The b
export var move_acceleration: float = 0 export var horizontal_speed: float = 60
export var move_speed_modifier: float = 0 export var horizontal_acceleration: float = 0
export var move_modifier_move_acceleration: float = 0 ## Movement Speed Offsets (Positive or Negative)
export var horizontal_speed_offset: float = 0
## Applies only if offset applies
export var horizontal_speed_offset_acceleration: float = 0
export var jerk_factor: float = 0 export var jerk_factor: float = 0
var gravity: int = ProjectSettings.get_setting("physics/2d/default_gravity") var gravity: int = ProjectSettings.get_setting("physics/2d/default_gravity")
@ -27,11 +30,6 @@ var animation_finished: bool = false
# Not sure if this should be here. probably not # Not sure if this should be here. probably not
export(Array, String) var animation_sequence export(Array, String) var animation_sequence
## Modifiers may not be needed anymore.
#var modifier: StateModifier
#var physics_modifier :StateModifier
func enter() -> void: func enter() -> void:
# Call parent class enter # Call parent class enter

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@ -11,7 +11,8 @@ signal state_changed(old_state_name, new_state)
var current_state: State var current_state: State
#var state_modifiers: Array var state_modifiers: Array
export var starting_state_name = 'default' export var starting_state_name = 'default'
export(Array,Resource) var states export(Array,Resource) var states
var states_index :Dictionary var states_index :Dictionary
@ -61,11 +62,15 @@ func change_state(new_state: State) -> void:
current_state = new_state current_state = new_state
current_state.enter() current_state.enter()
if(state_modifiers.size() > 0):
print("Active Modifiers:")
for mods in state_modifiers:
if mods is AnimationStateModifier:
print(mods.name, "asm")
current_state.modifier = mods #mods.copy_AnimationStateModifier(AnimationStateModifier.new())
emit_signal("state_changed",current_state_name,current_state) emit_signal("state_changed",current_state_name,current_state)
# if(state_modifiers.size() > 0 and debug_state_machine):
# print("Active Modifiers:")
# for mods in state_modifiers:
# print(mods.name)
func change_to_known_state(new_state_name: String) -> void: func change_to_known_state(new_state_name: String) -> void:
if new_state_name.empty() == false: if new_state_name.empty() == false:
@ -81,6 +86,11 @@ func get_state_reference(state_name: String) -> State:
return states_index[state_name] return states_index[state_name]
return null return null
func push_state_modifier(_state_modifier: StateModifier) -> void:
if state_modifiers.has(_state_modifier) == false:
state_modifiers.push_front(_state_modifier)
print("Add State Modifier: ", _state_modifier.name, " now size ", state_modifiers.size())
# 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,
## handling state changes as needed. ## handling state changes as needed.

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@ -1,4 +1,4 @@
class_name DumbOldStateModifier class_name StateModifier
extends Reference extends Reference
## State modification ## State modification
## ##
@ -12,16 +12,8 @@ extends Reference
enum TYPE {NONE,EXIT_ANIMATION, ANIMATION_SUFFIX, REPLACE_ANIMATION} enum TYPE {NONE,EXIT_ANIMATION, ANIMATION_SUFFIX, REPLACE_ANIMATION}
var debug_state: bool = false var debug: bool = false
## These should be the original properties set when the modifier is created.
# property changes can be applied over time but these are the instantiated values.
var modifier_properties: ModifierProperties
## Animation modifier variables
## The name of the animation that could be applied and starting frame
var animation_name: String
var starting_frame: int = 0
##TODO: Animation speed ##TODO: Animation speed
## Modification Type ## Modification Type
@ -30,6 +22,7 @@ var starting_frame: int = 0
var modifier_type = TYPE.NONE var modifier_type = TYPE.NONE
var name :String = '' var name :String = ''
var ready :bool = false
# Move Speed in Pixels Per Second # Move Speed in Pixels Per Second
# These should only apply if Modification Type Set to None. # These should only apply if Modification Type Set to None.
@ -38,7 +31,7 @@ var name :String = ''
#var move_speed_modifier: float = 0 #var move_speed_modifier: float = 0
#var move_speed_modifier_decay: float = 0 #var move_speed_modifier_decay: float = 0
var gravity: int = ProjectSettings.get_setting("physics/2d/default_gravity") #var gravity: int = ProjectSettings.get_setting("physics/2d/default_gravity")
# Attempting to use this as an animation suffix that can linger after # Attempting to use this as an animation suffix that can linger after
@ -55,72 +48,76 @@ var gravity: int = ProjectSettings.get_setting("physics/2d/default_gravity")
#var animation_sequence_timer: Timer #var animation_sequence_timer: Timer
var state_timeout: Timer var timeout: Timer
var timeout_seconds: float = 0.0 var timeout_seconds: float = 0.0
# Meant to be called on timeout or other counters this modifier may have. # Meant to be called on timeout or other counters this modifier may have.
# Should be updated whenever modifier owner transfers # Should be updated whenever modifier owner transfers
var state_call_function: FuncRef var state_call_function: FuncRef
## Can't do it this way. #func merge_modifier(merging_mod: ModifierProperties):
#func copy_modifier() -> StateModifier: # if merging_mod.modifier_type != TYPE.NONE:
# var new_modifier = StateModifier.new() # print("Warning Merging modifier types that aren't set to 'none' is not supported!")
# new_modifier.ready(animation_name, modifier_type, timeout_seconds) # return
#
# return StateModifier.new()
#
func merge_modifier(merging_mod: ModifierProperties):
if merging_mod.modifier_type != TYPE.NONE:
print("Warning Merging modifier types that aren't set to 'none' is not supported!")
return
# Can't support timeouts or animation stuff right now.
#timeout_seconds = merging_mod.timeout_seconds
# move_speed = merging_mod.move_speed
# gravity = merging_mod.gravity
# move_speed_modifier = merging_mod.move_speed_modifier
# move_speed_modifier_decay = merging_mod.move_speed_modifier_decay
func get_modifier_properties() -> ModifierProperties: #func get_modifier_properties() -> ModifierProperties:
#( p_move_speed:float, p_gravity:int , p_move_acceleration , p_move_speed_modifier:float, # #( p_move_speed:float, p_gravity:int , p_move_acceleration , p_move_speed_modifier:float,
# p_move_modifier_move_acceleration:float, p_jerk_factor: float): # # p_move_modifier_move_acceleration:float, p_jerk_factor: float):
var mp = ModifierProperties.new( modifier_properties.move_speed, # var mp = ModifierProperties.new( modifier_properties.move_speed,
modifier_properties.gravity, # modifier_properties.gravity,
modifier_properties.move_acceleration, # modifier_properties.move_acceleration,
modifier_properties.move_speed_modifier, # modifier_properties.move_speed_modifier,
modifier_properties.move_modifier_move_acceleration, # modifier_properties.move_modifier_move_acceleration,
modifier_properties.jerk_factor) # modifier_properties.jerk_factor)
mp.directional_modifier = modifier_properties.directional_modifier # mp.directional_modifier = modifier_properties.directional_modifier
return mp # return mp
func ready(modifier_name:String, anim_name:String = '', type = TYPE.NONE, timeout : float = 0, parent:Node = null, function_name : String = "") -> Timer: func setup(modifier_name:String, type = TYPE.NONE,_timeout_seconds : float = 0):
name = modifier_name name = modifier_name
# If somebody forgot to specify the type
if anim_name != '' and type == TYPE.NONE:
modifier_type = TYPE.REPLACE_ANIMATION
animation_name = anim_name
modifier_type = type modifier_type = type
# if parent != null and function_name != "":
# state_call_function = funcref(parent, function_name)
modifier_properties = ModifierProperties.new(0,0,0,0,0,0) if _timeout_seconds > 0:
timeout = Timer.new()
timeout.wait_time = _timeout_seconds
timeout.one_shot = true
timeout.autostart = false
if timeout > 0: func copy(_copy_state: StateModifier):
state_timeout = Timer.new() _copy_state.name = name
state_timeout.wait_time = timeout _copy_state.modifier_type = modifier_type
state_timeout.one_shot = true
state_timeout.autostart = false func merge(_copy_state: StateModifier):
return state_timeout pass
#add_child(state_timeout)
#ModifierProperties.new()
return null #func ready(modifier_name:String, anim_name:String = '', type = TYPE.NONE, timeout : float = 0, parent:Node = null, function_name : String = "") -> Timer:
# name = modifier_name
# # If somebody forgot to specify the type
# if anim_name != '' and type == TYPE.NONE:
# modifier_type = TYPE.REPLACE_ANIMATION
# animation_name = anim_name
# modifier_type = type
## if parent != null and function_name != "":
## state_call_function = funcref(parent, function_name)
#
## modifier_properties = ModifierProperties.new(0,0,0,0,0,0)
#
# if timeout > 0:
# state_timeout = Timer.new()
# state_timeout.wait_time = timeout
# state_timeout.one_shot = true
# state_timeout.autostart = false
# return state_timeout
# #add_child(state_timeout)
# #ModifierProperties.new()
# return null
## Transfer and callback related methods. These sort of worked but I didn't end up using them ## Transfer and callback related methods. These sort of worked but I didn't end up using them
## They're an interesting idea though. ## They're an interesting idea though.
func transfer_owner(parent:Node): #func transfer_owner(parent:Node):
print("Modifier owner will now be: ", parent.name) # print("Modifier owner will now be: ", parent.name)
state_call_function = funcref(parent, 'update_animation') # state_call_function = funcref(parent, 'update_animation')
func _on_Timer_timeout(): func _on_Timer_timeout():
#print("Oh Crap! I can't beleive it worked") #print("Oh Crap! I can't beleive it worked")

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@ -0,0 +1,26 @@
class_name AnimationStateModifier
extends StateModifier
## Animation modifier variables
## The name of the animation that could be applied and starting frame
var animation_name: String = ''
var animation_starting_frame: int = 0
var animation_speed: float
func copy_AnimationStateModifier(_copy_state: AnimationStateModifier):
.copy(_copy_state)
_copy_state.animation_name = animation_name
_copy_state.animation_starting_frame = animation_starting_frame
_copy_state.animation_speed = animation_speed
# This is probably not necessary just access properties directly
#func animation_mod_setup( anim_name:String = ''):
# # If somebody forgot to specify the type
# if anim_name != '' and modifier_type == TYPE.NONE:
# modifier_type = TYPE.REPLACE_ANIMATION
# animation_name = anim_name
## if parent != null and function_name != "":
## state_call_function = funcref(parent, function_name)

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@ -0,0 +1,14 @@
class_name MovementStateModifier
extends StateModifier
var horizontal_speed: float = 0
var horizontal_acceleration: float = 0
## Movement Speed Offsets (Positive or Negative)
var horizontal_speed_offset: float = 0
## Applies only if offset applies
var horizontal_speed_offset_acceleration: float = 0
var jerk_factor: float = 0
var gravity: int = 0

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@ -19,10 +19,20 @@ _global_script_classes=[ {
"language": "GDScript", "language": "GDScript",
"path": "res://lib/classes/animated_sprite_state_receiver.gd" "path": "res://lib/classes/animated_sprite_state_receiver.gd"
}, { }, {
"base": "StateModifier",
"class": "AnimationStateModifier",
"language": "GDScript",
"path": "res://lib/classes/state_modifier_animation.gd"
}, {
"base": "Reference",
"class": "DEPR_ModifierProperties",
"language": "GDScript",
"path": "res://lib/classes/DEPR_state_modifier_properties.gd"
}, {
"base": "Reference", "base": "Reference",
"class": "DumbOldStateModifier", "class": "DumbOldStateModifier",
"language": "GDScript", "language": "GDScript",
"path": "res://lib/classes/state_modifier.gd" "path": "res://lib/classes/DEPR_state_modifier.gd"
}, { }, {
"base": "", "base": "",
"class": "GitAPI", "class": "GitAPI",
@ -54,11 +64,6 @@ _global_script_classes=[ {
"language": "GDScript", "language": "GDScript",
"path": "res://src/classes/Level.gd" "path": "res://src/classes/Level.gd"
}, { }, {
"base": "Reference",
"class": "ModifierProperties",
"language": "GDScript",
"path": "res://lib/classes/state_modifier_properties.gd"
}, {
"base": "Node2D", "base": "Node2D",
"class": "Modifier_Receiver", "class": "Modifier_Receiver",
"language": "GDScript", "language": "GDScript",
@ -69,6 +74,11 @@ _global_script_classes=[ {
"language": "GDScript", "language": "GDScript",
"path": "res://src/classes/movement_component.gd" "path": "res://src/classes/movement_component.gd"
}, { }, {
"base": "StateModifier",
"class": "MovementStateModifier",
"language": "GDScript",
"path": "res://lib/classes/state_modifier_movement.gd"
}, {
"base": "Node", "base": "Node",
"class": "Movement_StateReceiver", "class": "Movement_StateReceiver",
"language": "GDScript", "language": "GDScript",
@ -93,10 +103,17 @@ _global_script_classes=[ {
"class": "StateMachineAnimatedActor", "class": "StateMachineAnimatedActor",
"language": "GDScript", "language": "GDScript",
"path": "res://lib/classes/state_machine_animated_actor.gd" "path": "res://lib/classes/state_machine_animated_actor.gd"
}, {
"base": "Reference",
"class": "StateModifier",
"language": "GDScript",
"path": "res://lib/classes/state_modifier.gd"
} ] } ]
_global_script_class_icons={ _global_script_class_icons={
"Actor": "", "Actor": "",
"AnimatedSprite_StateReceiver": "", "AnimatedSprite_StateReceiver": "",
"AnimationStateModifier": "",
"DEPR_ModifierProperties": "",
"DumbOldStateModifier": "", "DumbOldStateModifier": "",
"GitAPI": "", "GitAPI": "",
"HealthComponent": "", "HealthComponent": "",
@ -104,14 +121,15 @@ _global_script_class_icons={
"Interactable": "", "Interactable": "",
"Interactable_Receiver": "", "Interactable_Receiver": "",
"Level": "", "Level": "",
"ModifierProperties": "",
"Modifier_Receiver": "", "Modifier_Receiver": "",
"MovementComponent": "", "MovementComponent": "",
"MovementStateModifier": "",
"Movement_StateReceiver": "", "Movement_StateReceiver": "",
"State": "", "State": "",
"StateAnimatedActor": "", "StateAnimatedActor": "",
"StateMachine": "", "StateMachine": "",
"StateMachineAnimatedActor": "" "StateMachineAnimatedActor": "",
"StateModifier": ""
} }
[application] [application]

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@ -1,5 +1,7 @@
extends AnimatedSprite_StateReceiver extends AnimatedSprite_StateReceiver
var attack_sword: AnimationStateModifier
func _ready(): func _ready():
# Lets see if this nutty thing works # Lets see if this nutty thing works
var state_ref :State var state_ref :State
@ -7,8 +9,11 @@ func _ready():
#state_ref.connect("state_entered", self, "_on_state_entered_fall") #state_ref.connect("state_entered", self, "_on_state_entered_fall")
state_ref = get_node(callable_state_machine).get_state_reference('attack_sword') state_ref = get_node(callable_state_machine).get_state_reference('attack_sword')
state_ref.connect("state_exited", self, "_on_state_exited_attack_sword") state_ref.connect("state_exited", self, "_on_state_exited_attack_sword")
pass attack_sword = AnimationStateModifier.new()
attack_sword.setup('sword_drawn',StateModifier.TYPE.ANIMATION_SUFFIX,5.0)
add_child(attack_sword.timeout)
add_state_modifier.call_func(attack_sword)
# 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():
@ -46,3 +51,5 @@ func _on_state_change_fall():
func _on_state_exited_attack_sword(): func _on_state_exited_attack_sword():
print("you just swung your sword, you should get a modifier.") print("you just swung your sword, you should get a modifier.")
attack_sword.timeout.start()

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@ -20,10 +20,10 @@ script = ExtResource( 7 )
debug_state = false debug_state = false
timeout_seconds = 0.0 timeout_seconds = 0.0
name = "move" name = "move"
move_speed = 90.0 horizontal_speed = 90.0
move_acceleration = 0.0 horizontal_acceleration = 0.0
move_speed_modifier = 0.0 horizontal_speed_offset = 0.0
move_modifier_move_acceleration = 0.0 horizontal_speed_offset_acceleration = 0.0
jerk_factor = 0.0 jerk_factor = 0.0
animation_sequence = [ "run" ] animation_sequence = [ "run" ]

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@ -9,9 +9,9 @@ script = ExtResource( 1 )
debug_state = false debug_state = false
timeout_seconds = 0.0 timeout_seconds = 0.0
name = "attack_shoot" name = "attack_shoot"
move_speed = 1.36422e-12 horizontal_speed = 1.36422e-12
move_acceleration = 0.0 horizontal_acceleration = 0.0
move_speed_modifier = 0.0 horizontal_speed_offset = 0.0
move_modifier_move_acceleration = 0.0 horizontal_speed_offset_acceleration = 0.0
jerk_factor = 0.0 jerk_factor = 0.0
animation_sequence = [ "attack-shoot" ] animation_sequence = [ "attack-shoot" ]

View File

@ -9,9 +9,9 @@ script = ExtResource( 1 )
debug_state = false debug_state = false
timeout_seconds = 0.0 timeout_seconds = 0.0
name = "attack_sword" name = "attack_sword"
move_speed = 1.36422e-12 horizontal_speed = 1.36422e-12
move_acceleration = 0.0 horizontal_acceleration = 0.0
move_speed_modifier = 0.0 horizontal_speed_offset = 0.0
move_modifier_move_acceleration = 0.0 horizontal_speed_offset_acceleration = 0.0
jerk_factor = 0.0 jerk_factor = 0.0
animation_sequence = [ "attack-sword" ] animation_sequence = [ "attack-sword" ]

View File

@ -9,9 +9,9 @@ script = ExtResource( 1 )
debug_state = false debug_state = false
timeout_seconds = 0.0 timeout_seconds = 0.0
name = "fall" name = "fall"
move_speed = 90.0 horizontal_speed = 90.0
move_acceleration = 0.0 horizontal_acceleration = 0.0
move_speed_modifier = 0.0 horizontal_speed_offset = 0.0
move_modifier_move_acceleration = 0.0 horizontal_speed_offset_acceleration = 0.0
jerk_factor = 0.0 jerk_factor = 0.0
animation_sequence = [ "jump" ] animation_sequence = [ "jump" ]

View File

@ -9,9 +9,9 @@ script = ExtResource( 1 )
debug_state = false debug_state = false
timeout_seconds = 0.0 timeout_seconds = 0.0
name = "idle" name = "idle"
move_speed = 1.36422e-12 horizontal_speed = 1.36422e-12
move_acceleration = 0.0 horizontal_acceleration = 0.0
move_speed_modifier = 0.0 horizontal_speed_offset = 0.0
move_modifier_move_acceleration = 0.0 horizontal_speed_offset_acceleration = 0.0
jerk_factor = 0.0 jerk_factor = 0.0
animation_sequence = [ "idle" ] animation_sequence = [ "idle" ]

View File

@ -9,9 +9,9 @@ script = ExtResource( 1 )
debug_state = false debug_state = false
timeout_seconds = 0.0 timeout_seconds = 0.0
name = "jump" name = "jump"
move_speed = 90.0 horizontal_speed = 90.0
move_acceleration = 0.0 horizontal_acceleration = 0.0
move_speed_modifier = 0.0 horizontal_speed_offset = 0.0
move_modifier_move_acceleration = 0.0 horizontal_speed_offset_acceleration = 0.0
jerk_factor = 0.0 jerk_factor = 0.0
animation_sequence = [ "jump" ] animation_sequence = [ "jump" ]

View File

@ -9,9 +9,9 @@ script = ExtResource( 1 )
debug_state = false debug_state = false
timeout_seconds = 0.0 timeout_seconds = 0.0
name = "land" name = "land"
move_speed = 30.0 horizontal_speed = 20.0
move_acceleration = 0.0 horizontal_acceleration = 0.0
move_speed_modifier = 0.0 horizontal_speed_offset = 0.0
move_modifier_move_acceleration = 0.0 horizontal_speed_offset_acceleration = 0.0
jerk_factor = 0.0 jerk_factor = 0.0
animation_sequence = [ "land" ] animation_sequence = [ "land" ]

View File

@ -9,9 +9,9 @@ script = ExtResource( 1 )
debug_state = false debug_state = false
timeout_seconds = 0.0 timeout_seconds = 0.0
name = "roll" name = "roll"
move_speed = 150.0 horizontal_speed = 60.0
move_acceleration = 0.0 horizontal_acceleration = 0.0
move_speed_modifier = 0.0 horizontal_speed_offset = 0.0
move_modifier_move_acceleration = 0.0 horizontal_speed_offset_acceleration = 0.0
jerk_factor = 0.0 jerk_factor = 0.0
animation_sequence = [ "roll" ] animation_sequence = [ "roll" ]