Inventory, Weapons and refactoring

This commit is contained in:
anyreso 2024-05-07 14:21:10 +00:00
parent fa3e1f8d22
commit 39a9200e58
74 changed files with 1812 additions and 3895 deletions

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@ -1,27 +0,0 @@
class_name Vanguard extends Node
@export var spine_ik_target_attachment : Node3D
@onready var animation_tree : AnimationTree = $AnimationTree
@onready var spine_ik : SkeletonIK3D = $Node/Skeleton3D/SpineIK
@onready var spine_ik_target : Node3D = $SpineIKTarget
enum GroundState { GROUND_STATE_GROUNDED, GROUND_STATE_MID_AIR, GROUND_STATE_DEAD }
func _ready() -> void:
spine_ik.start()
func _process(_delta : float) -> void:
spine_ik_target.global_transform = spine_ik_target_attachment.global_transform
func set_locomotion(locomotion : Vector2, ground_speed_factor : float) -> void:
animation_tree.set("parameters/Locomotion/blend_position", locomotion)
animation_tree.set("parameters/GroundSpeed/scale", ground_speed_factor)
func set_ground_state(ground_state : GroundState) -> void:
var transition_name : String = "grounded"
if ground_state == GroundState.GROUND_STATE_MID_AIR:
transition_name = "mid_air"
if ground_state == GroundState.GROUND_STATE_DEAD:
transition_name = "dead"
animation_tree.set("parameters/Transition/transition_request", transition_name)

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