GodotWIP/src/playerD/states/fall.gd

52 lines
1.4 KiB
GDScript

extends StateAnimatedActor
export (NodePath) var idle_node
export (NodePath) var landing_node
onready var idle_state: StateAnimatedActor = get_node(idle_node)
#onready var landing_mod: StateModifier = get_node(landing_node)
var landing_modifier: StateModifier
func _ready():
landing_modifier= StateModifier.new()
#add_child(modifier)
#modifier.init_ref()
landing_modifier.ready( "landing", "jump" , landing_modifier.TYPE.EXIT_ANIMATION)
landing_modifier.starting_frame = 6
#print("ready! MOD")
func enter() -> void:
# var landing_mod_index = modifier_stack_ref.rfind(landing_mod)
# if landing_mod_index != -1:
# #print("You're Supposed to be dead!?: ", landing_mod_index)
# modifier_stack_ref.remove(landing_mod_index)
.enter()
# Jump to fall frame
animations.frame = 5
animations.stop()
func process_physics(delta: float) -> State:
# First allow horizontal movement.
move_actor_as_desired(delta)
#Flip the character before tha actual move maybe.
if move_component.get_movement_direction() != 0.0:
parent.transform.x.x = move_component.get_movement_direction()
if parent.is_on_floor():
print("DO you even!?: ", landing_modifier.animation_name)
#modifier.reference()
idle_state.modifier = landing_modifier
return idle_state
return null
#func exit() -> void:
# .exit()
## push_animation_state_modifier(landing_mod)
## $"../landing".enter()
## modifier_stack_ref.push_front($"../landing")
# return