Vesna walking and idle animations work for all movement directions.

pull/3/head
kziolkowski 9 months ago
parent 64f039ba19
commit b5dcad5614

@ -4,12 +4,11 @@ importer="scene"
importer_version=1
type="PackedScene"
uid="uid://b3kyrsoobmkhp"
path="res://.godot/imported/best_house_blender.blend-ac89c74aef2f275bdf4b4baadee17c0c.scn"
valid=false
[deps]
source_file="res://art/mockups/3d/best_house_blender.blend"
dest_files=["res://.godot/imported/best_house_blender.blend-ac89c74aef2f275bdf4b4baadee17c0c.scn"]
[params]

@ -1,6 +1,6 @@
[gd_scene load_steps=5 format=3 uid="uid://cgjc4wurbgimy"]
[ext_resource type="Script" uid="uid://b7vlkecrn0t5c" path="res://scripts/CSharp/Common/Inventory/InventoryUi.cs" id="1_6wusm"]
[ext_resource type="Script" uid="uid://hg7jay2kt441" path="res://scripts/CSharp/Common/Inventory/InventoryUi.cs" id="1_6wusm"]
[ext_resource type="Script" uid="uid://b2jhdxcrhtm2d" path="res://scripts/CSharp/Common/Inventory/InventoryTestScript.cs" id="3_exrk4"]
[ext_resource type="Resource" uid="uid://datee0flk1e84" path="res://resources/items/pickaxe.tres" id="4_5fdxq"]
[ext_resource type="Texture2D" uid="uid://c7wqla0mbu3np" path="res://graphics/ui/babushka_ui_tmp_inventory_select.png" id="4_tiss4"]
@ -42,6 +42,7 @@ columns = 10
[node name="SlotSelectContainer" type="Control" parent="SlotsContainer"]
custom_minimum_size = Vector2(1000, 100)
layout_mode = 1
anchors_preset = 7
anchor_left = 0.5
anchor_top = 1.0
anchor_right = 0.5

@ -66,6 +66,10 @@ translation/id_counter=22
translation/locales=["de", "en"]
text/autopauses={}
[display]
window/size/always_on_top=true
[dotnet]
project/assembly_name="Babushka"
@ -129,7 +133,7 @@ interact={
}
ui_inventory_open_close={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":69,"key_label":0,"unicode":101,"location":0,"echo":false,"script":null)
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":73,"key_label":0,"unicode":105,"location":0,"echo":false,"script":null)
]
}
ui_inventory_advance={

@ -40,7 +40,7 @@ _fieldParent = NodePath("../FieldParent")
transform = Transform3D(1, 0, 0, 0, 0.618408, 0.785857, 0, -0.785857, 0.618408, -0.802612, 0, 4.73262)
[node name="BaseField" parent="." instance=ExtResource("2_72r8y")]
transform = Transform3D(0.5, 0, 0, 0, 0.5, 0, 0, 0, 0.5, 0, 0.001, 0)
transform = Transform3D(0.5, 0, 0, 0, 0.5, 0, 0, 0, 0.5, 0, 0.0574723, 0)
[node name="HoePickup" parent="." instance=ExtResource("4_r4sre")]
transform = Transform3D(1, 0, 0, 0, 1, -1.06581e-14, 0, 1.06581e-14, 1, -4.327, 1.5, -3.447)
@ -53,5 +53,9 @@ shape = SubResource("SphereShape3D_0ptl4")
[node name="FieldParent" type="Node3D" parent="."]
[node name="Inventory" parent="." instance=ExtResource("5_obfp0")]
visible = false
[connection signal="Interacted" from="HoePickup" to="HoePickup/SpriteSwitcher Hoe" method="SwitchState"]
[connection signal="Switch" from="HoePickup/SpriteSwitcher Hoe" to="Player3d" method="ActivateHoe"]
[editable path="HoePickup"]

@ -1,3 +1,4 @@
using System.Diagnostics;
using Godot;
namespace Babushka.scripts.CSharp.Common.CharacterControls;
@ -17,21 +18,25 @@ public partial class Player3D : CharacterBody3D
[Export] private AnimatedSprite3D[] _backSpritesAnimated;
private bool _sideFlipped;
private Vector2 _lastDirection;
public override void _PhysicsProcess(double delta)
{
var inputDir = Input.GetVector("move_left", "move_right", "move_up", "move_down");
var inputDir = Input.GetVector("move_left", "move_right", "move_down", "move_up");
if (inputDir == Vector2.Zero)
{
if(_lastDirection != Vector2.Zero)
SwitchIdleSprites();
return;
}
MoveOnInput(inputDir, delta);
SwitchSprites(inputDir);
SwitchMovementSprites(inputDir);
}
private void MoveOnInput(Vector2 inputDir, double delta)
{
inputDir = inputDir.Rotated(-_camera.GlobalRotation.Y);
var direction = (Transform.Basis * new Vector3(inputDir.X, 0, inputDir.Y)).Normalized();
var direction = (Transform.Basis * new Vector3(inputDir.X, 0, inputDir.Y * (-1))).Normalized();
if (direction != Vector3.Zero)
Velocity = new Vector3(direction.X * _speed * (float) delta * Scale.X, Velocity.Y, direction.Z * _speed * (float) delta * Scale.Z);
else
@ -40,20 +45,34 @@ public partial class Player3D : CharacterBody3D
MoveAndSlide();
}
private void SwitchSprites(Vector2 inputDir)
private void SwitchIdleSprites()
{
float X = inputDir.X;
float Y = inputDir.Y;
if (X == 0.0 && Y == 0.0)
if (_lastDirection.X != 0)
{
ActivateFrontSpriteIdle(0, true, false, false);
ActivateSprite(0, false, true, false);
return;
}
if(_lastDirection.Y <= 0.0f)
ActivateSprite(0, true, false, false);
if(_lastDirection.Y > 0.0f)
ActivateSprite(0, false, false, true);
_lastDirection = Vector2.Zero;
}
private void SwitchMovementSprites(Vector2 inputDir)
{
float X = inputDir.X;
float Y = inputDir.Y;
_lastDirection = new Vector2(X, Y);
Debug.Print(_lastDirection.ToString());
if (X != 0)
{
ActivateFrontSpriteIdle(1, false, true, false);
ActivateSprite(1, false, true, false);
if (X > 0.0f)
{
@ -74,20 +93,19 @@ public partial class Player3D : CharacterBody3D
if (Y != 0)
{
if (Y < 0.0f)
if (Y > 0.0f)
{
ActivateFrontSpriteIdle(1, false, false, true);
ActivateSprite(1, false, false, true);
}
if (Y > 0.0f)
if (Y < 0.0f)
{
ActivateFrontSpriteIdle(0, true, false, false);
ActivateSprite(1, true, false, false);
}
}
}
private void ActivateFrontSpriteIdle(int index, bool frontActive, bool sideActive, bool backActive)
private void ActivateSprite(int index, bool frontActive, bool sideActive, bool backActive)
{
DeactivateAll();
_frontSpritesAnimated[index].Visible = frontActive;

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