extends Node2D @export var state_machine: PlayerStateMachine @export var direction_component: FacingDirectionComponent @onready var base: AnimatedSprite2D = $Base @onready var hair: AnimatedSprite2D = $Hair @onready var pants: AnimatedSprite2D = $Pants @onready var hands: AnimatedSprite2D = $Hands @onready var shoes: AnimatedSprite2D = $Shoes var all_parts: Array[AnimatedSprite2D] var current_animation := "idle-down" var is_flipped := false # Public Methods func UpdateSprite() -> void: var current_state := state_machine.GetCurrentState() var current_direction := direction_component.GetCurrentDirection() var animation := _build_animation_name(current_state, current_direction) var should_flip := _should_flip_horizontal() if animation == current_animation and should_flip == is_flipped: return current_animation = animation is_flipped = should_flip for part in all_parts: part.animation = animation part.play() part.flip_h = should_flip # Called when the node enters the scene tree for the first time. func _ready() -> void: all_parts = [ base, hair, pants, hands, shoes ] UpdateSprite() func _build_animation_name(state: PlayerStateMachine.States, direction: Enums.Directions) -> String: # e.g. "idle-down", "walking-up" var state_str = PlayerStateMachine.States.keys()[state].to_lower() var direction_str = _direction_to_animation_state(direction) return "%s-%s" % [state_str, direction_str] func _direction_to_animation_state(direction: Enums.Directions) -> String: if direction == Enums.Directions.LEFT or direction == Enums.Directions.RIGHT: return "side" return Enums.Directions.keys()[direction].to_lower() func _should_flip_horizontal() -> bool: return direction_component.GetCurrentDirection() == Enums.Directions.LEFT