Replaced animations with blend spaces in statemachine
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@ -8,7 +8,8 @@ export var init_boost = false
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export var init_boost_type = ""
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onready var jumpBufferTimer = $JumpBufferTimer
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onready var anim_player = parent.get_node("BlobbySprite/BlobbymationPlayer")
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onready var anim_statemachine = parent.get_node("BlobbySprite/AnimationTree").get("parameters/playback")
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onready var anim_state_playback = parent.get_node("BlobbySprite/AnimationTree").get("parameters/playback")
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onready var anim_tree = parent.get_node("BlobbySprite/AnimationTree")
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onready var sprite = parent.get_node("BlobbySprite")
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var didTurn: bool
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@ -61,7 +62,7 @@ func _state_logic(delta):
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didTurn = sprite.flip_h
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if direction.x < 0:
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sprite.flip_h = true
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anim_state_playback
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elif direction.x > 0:
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sprite.flip_h = false
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didTurn = sprite.flip_h != didTurn
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@ -185,22 +186,22 @@ func _enter_state(new_state, old_state):
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match new_state:
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states.walk:
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if old_state == states.idle && didTurn:
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anim_statemachine.travel("idleTurn")
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anim_state_playback.travel("idleTurn")
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else:
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anim_statemachine.travel("walking")
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anim_state_playback.travel("walking")
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states.idle:
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anim_statemachine.travel("idling")
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anim_state_playback.travel("idling")
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states.duck:
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# TODO HA! H! HAAA!
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anim_statemachine.travel("ducking")
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anim_state_playback.travel("ducking")
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states.jump:
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anim_statemachine.travel("jumping")
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anim_state_playback.travel("jumping")
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states.fall:
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anim_statemachine.travel("falling")
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anim_state_playback.travel("falling")
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states.run:
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anim_statemachine.travel("running")
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anim_state_playback.travel("running")
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states.wallslide:
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anim_statemachine.travel("wallsliding")
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anim_state_playback.travel("wallsliding")
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@ -210,9 +211,9 @@ func _exit_state(old_state, new_state):
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func _trigger_turn_animation():
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match self.state:
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states.duck:
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anim_statemachine.travel("duckTurn")
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anim_state_playback.travel("duckTurn")
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states.walk:
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anim_statemachine.travel("idleTurn")
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anim_state_playback.travel("idleTurn")
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states.idle:
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anim_statemachine.travel("idleTurn")
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anim_state_playback.travel("idleTurn")
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