beta-1.1
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30
Scripts/Characters/Player/States/play_animation_state.gd
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30
Scripts/Characters/Player/States/play_animation_state.gd
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@@ -0,0 +1,30 @@
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extends BaseState
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class_name PlayerPlayAnimationState
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signal PlayAnimation(animation_name: String)
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signal AnimationFinished(animation_name: String)
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var current_animation_name: String
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# Public Methods
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func GetAnimationBaseName() -> String:
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return "idle"
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func GetStateEnum() -> PlayerStateMachine.States:
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return PlayerStateMachine.States.PLAY_ANIMATION
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func Enter(_extra_parameters: Dictionary) -> void:
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current_animation_name = _extra_parameters["animation_name"]
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print("Playing Player Animation State: [%s]" % current_animation_name)
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PlayAnimation.emit(current_animation_name)
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func Exit() -> void:
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current_animation_name = ''
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func OnAnimationFinished(animation_name: String) -> void:
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if animation_name != current_animation_name: return
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AnimationFinished.emit(animation_name)
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@@ -0,0 +1 @@
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uid://wfdtd3xlgrvm
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@@ -1,7 +1,8 @@
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extends BaseState
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@export var walking_speed := 100
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signal StartedWalking
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@export var walking_speed := 100
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@export var movement_component: MovementComponent
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@export var direction_component: FacingDirectionComponent
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@export var body: CharacterBody2D
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@@ -10,6 +11,10 @@ func GetStateEnum() -> PlayerStateMachine.States:
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return PlayerStateMachine.States.WALKING
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func Enter(_extra_parameters: Dictionary) -> void:
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StartedWalking.emit()
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func Update(_delta: float) -> void:
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if movement_component.movement_vector == Vector2.ZERO:
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state_machine.QueueStateChange(PlayerStateMachine.States.IDLE)
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