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Player.gd
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tool
extends Skeleton
### Imports
var MultipleAnimationsPlayer = preload("res://MultipleAnimationsPlayer.gd")
### Signals
signal on_should_update_camera()
signal move_finished()
### Constants
const TWEEN_NAME = "default-tween"
### Variables
func get_animation_player():
return animation_player
var animation_player setget , get_animation_player
onready var node = get_node("Player")
var outline_node
var tween
func shortest(deg):
var shortest_angle = fmod(deg, 360)
if shortest_angle > 180: shortest_angle -= 360
elif shortest_angle < -180: shortest_angle += 360
assert(abs(shortest_angle) <= 180)
return shortest_angle
func shortest3(vector):
return Vector3(shortest(vector.x), shortest(vector.y), shortest(vector.z))
# Note: `set_origin_rotate(1, null, Vector3(0, 90, 0)` would not work with method animation (`angle_deg` will become also null),
# so use `rotate(duration, angle_deg)` for transform without translation
func set_origin_rotate(duration, translation, angle_deg=null): # void set_origin_rotate(float, Vector3, Vector3?)
print("Move player (from %s): " % self.translation, translation, angle_deg, " in %ss" % duration)
if angle_deg != null:
var rot = node.rotation_degrees
tween.interpolate_property(node, "transform/rotation", rot, rot+shortest3(angle_deg), duration, Tween.TRANS_LINEAR, Tween.EASE_IN_OUT)
tween.interpolate_property(self, "transform/translation", get_translation(), translation, duration, Tween.TRANS_LINEAR, Tween.EASE_IN_OUT)
tween.start()
func rotate(duration, angle_deg): # void set_origin_rotate(float, Vector3?)
set_origin_rotate(duration, get_translation(), angle_deg)
func update_camera():
emit_signal("on_should_update_camera")
func on_finished_move():
emit_signal("move_finished")
func _ready():
assert(node)
# TODO: Check that `AnimationPlayer` is linked to 'res://models/PlayerAnimationPlayer.tscn'
animation_player = MultipleAnimationsPlayer.new()
animation_player.name = "animation-player"
add_child(animation_player)
tween = Tween.new(); tween.name = TWEEN_NAME
add_child(tween)
#if node.get_mesh().has_method("create_outline"): # Godot 2.1.4+
# set_process(true)
# outline_node = node.duplicate()
# outline_node.set_rotation(Vector3(0,0,0))
# outline_node.set_translation(Vector3(0,0,0))
# outline_node.set_scale(Vector3(1,1,1))
# var mesh = outline_node.get_mesh()
# outline_node.set_mesh(mesh.create_outline(0.028))
# #add_child(outline_node)
# var material = FixedMaterial.new()
# material.set_parameter(FixedMaterial.PARAM_DIFFUSE, Color(1,1,1))
# material.set_parameter(FixedMaterial.PARAM_SPECULAR, Color(0,0,0))
# material.set_parameter(FixedMaterial.PARAM_EMISSION, Color(0.7,0.5,0.5))
# outline_node.set_material_override(material)
#func _process(delta):
# outline_node.set_rotation(node.get_rotation())