Jump can now clear out a lingering fall animation transition.
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@ -516,6 +516,7 @@ animation_sequence = [ "jump" ]
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idle_node = NodePath("../idle")
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fall_node = NodePath("../fall")
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attack_node = NodePath("../attack")
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landing_node = NodePath("../fall/landing")
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jump_force = 250.0
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[node name="attack" type="Node" parent="movement_state_machine" index="4"]
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@ -4,15 +4,22 @@ extends StateAnimatedActor
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export (NodePath) var idle_node
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export (NodePath) var fall_node
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export (NodePath) var attack_node
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export (NodePath) var landing_node
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onready var idle_state: State = get_node(idle_node)
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onready var fall_state: State = get_node(fall_node)
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onready var attack_state: State = get_node(attack_node)
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onready var landing_mod: StateModifier = get_node(landing_node)
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export var jump_force: float = 200.0
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func enter() -> void:
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var landing_mod_index = modifier_stack_ref.rfind(landing_mod)
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if landing_mod_index != -1:
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#print("You're Supposed to be dead!?: ", landing_mod_index)
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modifier_stack_ref.remove(landing_mod_index)
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# if modifier_stack_ref.has(landing_mod):
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# print("Jump from Landing Mod at: ", modifier_stack_ref.rfind(landing_mod))
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.enter()
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if previous_speed_multiplier > 1.0:
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speed_multiplier = previous_speed_multiplier
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@ -15,7 +15,9 @@ func change_state(new_state: State) -> void:
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print(mods.name)
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func set_previous_animation( old_state: StateAnimatedActor, new_state: StateAnimatedActor ) -> void:
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new_state.previous_animation_name = old_state.mod_animation_sequence[old_state.current_animation_sequence]
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# added this to help prevent nul index crashes. (Usually because of signal based state changes.)
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if old_state.mod_animation_sequence:
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new_state.previous_animation_name = old_state.mod_animation_sequence[old_state.current_animation_sequence]
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new_state.previous_state_frame_number = old_state.animations.frame
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new_state.previous_state_name = old_state.name
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new_state.previous_speed_multiplier = old_state.speed_multiplier
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