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Disabled jigglebones for now, since they use set_bone_global_pose_override() which...
[william-skin.git] / william.gd
1 class_name WilliamSkin 
2 extends Node3D
3
4
5 @export_category("Tracking")
6 @export var head_influence: float = 0.6
7 @export var eye_influence: float = 1.0
8
9
10 @onready var _animation_tree: AnimationTree = $AnimationTree
11 @onready var _head: TrackingBone3D_head = $base/rig/Skeleton3D/track_head
12 @onready var _eye_L: TrackingBone3D = $base/rig/Skeleton3D/track_eye_L
13 @onready var _eye_R: TrackingBone3D = $base/rig/Skeleton3D/track_eye_R
14
15
16 func set_eyes_target(target: Vector3) -> void:
17         for eye in [ _eye_L, _eye_R ]:
18                 eye.target = target
19                 eye.active = target != Vector3.ZERO
20                 eye.influence = eye_influence
21
22
23 func set_head_target(target: Vector3) -> void:
24         _head.target = target
25         _head.active = 1
26         _head.tween_influence(0.0 if target == Vector3.ZERO else head_influence)
27
28
29 # manage talking and expressions
30 func talk() -> void:
31         _animation_tree.set("parameters/motion/transition_request", "talk")
32
33
34 # manage vectored movement
35 func current_state() -> String:
36         return _animation_tree.get("parameters/motion/current_state")
37
38
39 func set_hips_direction(direction: float) -> void:
40         _animation_tree.set("parameters/hips_direction/blend_position", clamp(direction, -PI / 2, PI / 2))
41
42
43 func get_hips_direction() -> float:
44         return _animation_tree.get("parameters/hips_direction/blend_position")
45
46
47 func pose() -> void:
48         _animation_tree.set("parameters/motion/transition_request", "pose")
49
50
51 func idle() -> void:
52         _animation_tree.set("parameters/motion/transition_request", "idle")
53
54
55 func move_forward() -> void:
56         _animation_tree.set("parameters/motion/transition_request", "forward")
57
58
59 func move_backward() -> void:
60         _animation_tree.set("parameters/motion/transition_request", "backward")
61
62
63 func movement_speed(speed: float) -> void:
64         _animation_tree.set("parameters/forward/blend_position", speed)
65         _animation_tree.set("parameters/backward/blend_position", speed)
66
67
68 func jump() -> void:
69         _animation_tree.set("parameters/motion/transition_request", "fall")
70
71
72 func fall() -> void:
73         _animation_tree.set("parameters/motion/transition_request", "fall")
74
75
76 func landing() -> void:
77         _animation_tree.set("parameters/motion/transition_request", "landing")