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AnimationPlayer_Manager.gd
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extends AnimationPlayer
# Structure -> Animation name :[Connecting Animation states]
var states = {
"Idle_unarmed":["Knife_equip", "Pistol_equip", "Rifle_equip", "Idle_unarmed"],
"Pistol_equip":["Pistol_idle"],
"Pistol_fire":["Pistol_idle"],
"Pistol_idle":["Pistol_fire", "Pistol_reload", "Pistol_unequip", "Pistol_idle"],
"Pistol_reload":["Pistol_idle"],
"Pistol_unequip":["Idle_unarmed"],
"Rifle_equip":["Rifle_idle"],
"Rifle_fire":["Rifle_idle"],
"Rifle_idle":["Rifle_fire", "Rifle_reload", "Rifle_unequip", "Rifle_idle"],
"Rifle_reload":["Rifle_idle"],
"Rifle_unequip":["Idle_unarmed"],
"Knife_equip":["Knife_idle"],
"Knife_fire":["Knife_idle"],
"Knife_idle":["Knife_fire", "Knife_unequip", "Knife_idle"],
"Knife_unequip":["Idle_unarmed"],
}
var animation_speeds = {
"Idle_unarmed":1,
"Pistol_equip":1.4,
"Pistol_fire":1.8,
"Pistol_idle":1,
"Pistol_reload":1,
"Pistol_unequip":1.4,
"Rifle_equip":2,
"Rifle_fire":6,
"Rifle_idle":1,
"Rifle_reload":1.45,
"Rifle_unequip":2,
"Knife_equip":1,
"Knife_fire":1.35,
"Knife_idle":1,
"Knife_unequip":1,
}
var current_state = null
var callback_function = null
func _ready():
set_animation("Idle_unarmed")
connect("animation_finished", self, "animation_ended")
func set_animation(animation_name):
if animation_name == current_state:
print ("AnimationPlayer_Manager.gd -- WARNING: animation is already ", animation_name)
return true
if has_animation(animation_name):
if current_state != null:
var possible_animations = states[current_state]
if animation_name in possible_animations:
current_state = animation_name
play(animation_name, -1, animation_speeds[animation_name])
return true
else:
print ("AnimationPlayer_Manager.gd -- WARNING: Cannot change to ", animation_name, " from ", current_state)
return false
else:
current_state = animation_name
play(animation_name, -1, animation_speeds[animation_name])
return true
return false
func animation_ended(anim_name):
# UNARMED transitions
if current_state == "Idle_unarmed":
pass
# KNIFE transitions
elif current_state == "Knife_equip":
set_animation("Knife_idle")
elif current_state == "Knife_idle":
pass
elif current_state == "Knife_fire":
set_animation("Knife_idle")
elif current_state == "Knife_unequip":
set_animation("Idle_unarmed")
# PISTOL transitions
elif current_state == "Pistol_equip":
set_animation("Pistol_idle")
elif current_state == "Pistol_idle":
pass
elif current_state == "Pistol_fire":
set_animation("Pistol_idle")
elif current_state == "Pistol_unequip":
set_animation("Idle_unarmed")
elif current_state == "Pistol_reload":
set_animation("Pistol_idle")
# RIFLE transitions
elif current_state == "Rifle_equip":
set_animation("Rifle_idle")
elif current_state == "Rifle_idle":
pass;
elif current_state == "Rifle_fire":
set_animation("Rifle_idle")
elif current_state == "Rifle_unequip":
set_animation("Idle_unarmed")
elif current_state == "Rifle_reload":
set_animation("Rifle_idle")
func animation_callback():
if callback_function == null:
print ("AnimationPlayer_Manager.gd -- WARNING: No callback function for the animation to call!")
else:
callback_function.call_func()