batrix/scripts/gameplay/player/player_animator.gd

118 lines
2.9 KiB
GDScript

extends AnimationTree
@export_group("References")
@export var _player: Player
@export var _attack: PlayerAttacker
@export var _bone_flipper: BoneFlipper
@export var _sfx_audio_player: AudioStreamPlayer3D
@export var _hurt_particles: GPUParticles3D
@export var _footsteps_player: FootstepsPlayer
@export_group("Audio")
@export var _hurt_sound: AudioStream
@export var _hit_sounds: Array[AudioStream]
@export var _swing_sounds: AudioStream
var _speed: float
var _has_input: bool
var _queue_hit_sound: bool
@onready var _sfx_audio_playback_polyphonic := (
_sfx_audio_player.get_stream_playback() as AudioStreamPlaybackPolyphonic
)
func _ready() -> void:
assert(_player, "_player missing!")
Music.track_started.connect(_on_music_track_started)
_set_bpm()
_attack.attacked.connect(_on_attack_attacked)
_attack.did_hit.connect(_on_attack_did_hit)
_player.stats.damaged.connect(_on_stats_damaged)
func _process(_delta: float) -> void:
_footsteps_player.can_play = _player.is_on_floor()
_bone_flipper.flip = _is_left()
var has_input_prev := _has_input
_speed = _player.velocity.length() / _player.movement.move_speed
_has_input = (
_player.movement.move_input.length() > 0 and not _player.attack.is_hitting()
)
var velocity_relative := _player.to_local(
_player.global_position + _player.velocity
)
var velocity_blend := (
Vector2(-velocity_relative.x, velocity_relative.z) / _player.movement.move_speed
)
if _is_left():
velocity_blend.x = -velocity_blend.x
Debugger.text("velocity_blend", velocity_blend, 2)
set(&"parameters/locomotion/run/blend_position", velocity_blend)
if has_input_prev != _has_input:
if _has_input:
_abort_oneshots()
else:
_run_to_idle()
if _queue_hit_sound:
_queue_hit_sound = false
for stream in _hit_sounds:
_play_sound(stream)
func _is_left() -> bool:
return _attack.side == PlayerAttacker.Side.LEFT
func _play_sound(stream: AudioStream) -> void:
_sfx_audio_playback_polyphonic.play_stream(stream)
func _set_bpm() -> void:
set(&"parameters/main_time_scale/scale", Music.bpm_factor)
func _run_to_idle() -> void:
set(
&"parameters/run->idle_oneshot/request",
AnimationNodeOneShot.ONE_SHOT_REQUEST_FIRE
)
func _abort_oneshots() -> void:
set(&"parameters/hit_oneshot/request", AnimationNodeOneShot.ONE_SHOT_REQUEST_ABORT)
set(
&"parameters/run->idle_oneshot/request",
AnimationNodeOneShot.ONE_SHOT_REQUEST_ABORT
)
func _on_attack_attacked() -> void:
set(&"parameters/hit_oneshot/request", AnimationNodeOneShot.ONE_SHOT_REQUEST_FIRE)
_play_sound(_swing_sounds)
func _on_attack_did_hit() -> void:
_queue_hit_sound = true
func _on_stats_damaged() -> void:
_play_sound(_hurt_sound)
_hurt_particles.restart()
_hurt_particles.emitting = true
for node in _hurt_particles.get_children():
if node is GPUParticles3D:
(node as GPUParticles3D).restart()
(node as GPUParticles3D).emitting = true
func _on_music_track_started() -> void:
_set_bpm()