main scene anim player

This commit is contained in:
Nikolai Fesenko
2025-08-30 18:40:29 +02:00
parent b4d7680213
commit 4e79762709
6 changed files with 131 additions and 11 deletions

View File

@@ -17,12 +17,14 @@ var is_player1_loaded: bool = false
var is_player2_loaded: bool = false
var bullet_stack: Node3D
var animPl: AnimationPlayer
func _ready() -> void:
bullet_shoot.connect(on_bullet_shoot)
bullet_selected.connect(on_bullet_selected)
func _input(event: InputEvent) -> void:
if event.is_action_released("load"):
set_state(GameState.PLAYER1_GUN_LOAD)
set_player_turn()
elif event.is_action_released("load2"):
player1_revolver.load_bullet(bullet_stack.bullets[1])
@@ -66,13 +68,13 @@ func check_loaded_bullets(revolver: Node3D):
func end_player_turn():
if !is_player2_loaded:
set_state(GameState.PLAYER2_GUN_LOAD)
animPl.play("player_revolver_down")
end_turn()
func end_enemy_turn():
if is_player1_loaded == false:
print("Player Turn")
set_state(GameState.PLAYER1_GUN_LOAD)
set_player_turn()
end_turn()
func end_turn():
if check_unloaded_bullets():
@@ -95,3 +97,12 @@ func get_phase2_player_start():
func on_bullet_shoot(target):
pass
func set_player_turn():
animPl.play("player_revolver_up")
func on_animation_finished(anim_name):
if anim_name == "player_revolver_up":
set_state(GameState.PLAYER1_GUN_LOAD)
elif anim_name == "player_revolver_down":
set_state(GameState.PLAYER2_GUN_LOAD)

View File

@@ -0,0 +1,8 @@
extends AnimationPlayer
func _ready() -> void:
GameManager.animPl = self
func _on_animation_finished(anim_name: StringName) -> void:
GameManager.on_animation_finished(anim_name)

View File

@@ -0,0 +1 @@
uid://cwj0jaw6impcj

View File

@@ -43,14 +43,16 @@ func _process(delta: float) -> void:
cylinder.rotation_degrees = lerp(cylinder.rotation_degrees,Vector3(30 + current_round*60,90,90), delta / 0.1 )
rotation_degrees = lerp(rotation_degrees, target_angle, delta / 0.1)
#rotation_degrees = lerp(rotation_degrees, target_angle, delta / 0.1)
if state == revolver_state.UP:
global_position = lerp(global_position, up_pos, delta/ 0.1)
target_angle = target_angle_up
#global_position = lerp(global_position, up_pos, delta/ 0.1)
#target_angle = target_angle_up
pass
elif state == revolver_state.DOWN:
global_position = lerp(global_position, down_pos, delta / 0.1)
target_angle = target_angle_down
pass
#global_position = lerp(global_position, down_pos, delta / 0.1)
#target_angle = target_angle_down
#cylinder.rotation_degrees = Vector3(30 + current_round*60,90,90)