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58
player/model/character_skin.gd
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58
player/model/character_skin.gd
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class_name CharacterSkin
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extends Node3D
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@export var main_animation_player : AnimationPlayer
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var moving_blend_path := "parameters/StateMachine/move/blend_position"
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# False : set animation to "idle"
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# True : set animation to "move"
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@onready var moving : bool = false : set = set_moving
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# Blend value between the walk and run cycle
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# 0.0 walk - 1.0 run
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@onready var move_speed : float = 0.0 : set = set_moving_speed
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@onready var animation_tree : AnimationTree = $AnimationTree
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@onready var state_machine : AnimationNodeStateMachinePlayback = animation_tree.get("parameters/StateMachine/playback")
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@onready var _step_sound: AudioStreamPlayer3D = $StepSound
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@onready var _landing_sound: AudioStreamPlayer3D = $LandingSound
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func _ready():
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animation_tree.active = true
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main_animation_player["playback_default_blend_time"] = 0.1
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@rpc("authority", "call_local", "unreliable_ordered")
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func set_moving(value : bool):
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moving = value
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if moving:
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state_machine.travel("move")
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else:
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state_machine.travel("idle")
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@rpc("authority", "call_local", "unreliable_ordered")
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func set_moving_speed(value : float):
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move_speed = clamp(value, 0.0, 1.0)
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animation_tree.set(moving_blend_path, move_speed)
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@rpc("authority", "call_local", "unreliable_ordered")
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func jump():
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state_machine.travel("jump")
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@rpc("authority", "call_local", "unreliable_ordered")
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func fall():
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state_machine.travel("fall")
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func play_step_sound():
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_step_sound.pitch_scale = randfn(1.1, 0.05)
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_step_sound.play()
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func play_landing_sound():
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_landing_sound.play()
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