]> Untitled Git - frog-ninja.git/blobdiff - skin/skin.gd
Cleaned up animation associations with states
[frog-ninja.git] / skin / skin.gd
index d2221fd9a8caa73bfa41dddd51965c1910196ed5..7780b64d82784ea5051db9620c5a767b74991e26 100644 (file)
@@ -6,26 +6,45 @@ class_name AnimatedSkin
 @onready var animation_player: AnimationPlayer = $AnimationPlayer
 
 
 @onready var animation_player: AnimationPlayer = $AnimationPlayer
 
 
-func set_walking_speed(s: float):
-       animation_tree.set("parameters/walking/blend_position", s)
+func left_hand_visible(b: bool = true):
+       %hand_L.visible = b
 
 
 
 
-func transition_move():
-       animation_tree.set("parameters/movement/transition_request", "move")
+func right_hand_visible(b: bool = true):
+       %hand_R.visible = b
+       
 
 
+func set_walking_speed(s: float):
+       animation_tree.set("parameters/walking speed/blend_position", s)
 
 
-func transition_falling():
-       # TODO: falling state
-       animation_tree.set("parameters/movement/transition_request", "move")
+### state transitions
 
 
+func transition(to_state: String):
+       animation_tree.set("parameters/state/transition_request", to_state)
+       
+func transition_idle():
+       transition("idle")
 
 
-func transition_dash():
-       animation_tree.set("parameters/movement/transition_request", "dash")
+func transition_move():
+       transition("move")
 
 
+func transition_dash():
+       transition("dash")
 
 func transition_slash():
 
 func transition_slash():
-       animation_tree.set("parameters/movement/transition_request", "slash")
+       transition("slash")
+
+func transition_shoot():
+       transition("shoot")
+
+func transition_fall():
+       transition("fall")
+
+func transition_fallToRoll():
+       transition("fallToRoll")
 
 
+func transition_fallToLanding():
+       transition("fallToLanding")
 
 
-func transition_gunfire():
-       animation_tree.set("parameters/movement/transition_request", "gunfire")
+func transition_suddenStop():
+       transition("suddenStop")