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