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player_skin.gd
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player_skin.gd
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extends Node2D
class_name PlayerSkin
var _current_state := "Idle" : get = get_current_state
var _treshhold := 0.01
@onready var _animation_tree: AnimationTree = %AnimationTree
@onready var _playback: AnimationNodeStateMachinePlayback = _animation_tree.get("parameters/playback")
func get_current_state() -> String:
return _current_state
func set_blend_position(blend_position: Vector2, speed: float = 1.0) -> void:
if blend_position.length() > _treshhold:
_animation_tree.set("parameters/" + _current_state + "/blend_position", blend_position)
if _current_state == "Move":
_animation_tree.set("parameters/Movement/4/TimeScale/scale", speed)
_animation_tree.set("parameters/Movement/5/TimeScale/scale", speed)
_animation_tree.set("parameters/Movement/6/TimeScale/scale", speed)
_animation_tree.set("parameters/Movement/7/TimeScale/scale", speed)
func play_animation(anim_name: String, _from_position: Vector2 = Vector2.ZERO) -> void:
if anim_name == _current_state:
return
if not _animation_tree.active:
_animation_tree.active = true
_current_state = anim_name
_playback.start(_current_state)