| extends Node3D |
| class_name CharacterModel |
| @onready var animation_tree : AnimationTree = $AnimationTree |
| @onready var _playerback : AnimationNodeStateMachinePlayback = animation_tree["parameters/playback"] |
| @onready var skeleton = $Armature/Skeleton3D |
| enum States {IDLE, RUN, AIR} |
|
|
| func _ready(): |
| animation_tree.active = true |
| |
| # $Armature/Skeleton3D.get_modification_stack().enable_all_modifications(true) |
| # $Armature/Skeleton3D.modification_stack.get_modification(0).set_target_node("") |
| # $Armature/Skeleton3D.modification_stack.get_modification(0).set_target_node("../../Gun/LeftHandMarker") |
|
|
| func set_team(value): |
| var material: Material |
| if value == 0: |
| material = load("res://tbot_model_green_team.tres") |
| elif value == 1: |
| material = load("res://tbot_model_red_team.tres") |
| print("setting tbot material") |
| $Armature/Skeleton3D/Mesh.set_surface_override_material(0, material) |
|
|
| func transition_to(state_id: States): |
|
|
| match state_id: |
| States.IDLE: |
| _playerback.travel("Idle") |
| States.RUN: |
| _playerback.travel("RunBlend") |
| _: |
| _playerback.travel("Idle") |
| |
| func set_velocity(velocity: Vector3): |
| animation_tree.set("parameters/RunBlend/blend_position", Vector2(velocity.x, velocity.z)) |
| |
| |
| func set_camera_angle(angle: float): |
| $Gun.rotation.x = -angle |
|
|
| func get_gun_info(): |
| return $Gun/MuzzleMarker.global_position |
|
|
| func toggle_model_mesh(value: bool): |
| $Armature/Skeleton3D/Mesh.visible = value |
|
|