chore: Flyer AnimTree activated, Cam timed offset for look around
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23e30258b5
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3d8da994b6
@ -6,6 +6,7 @@ var camera_vertical_shift = 0
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var right_move_time: float = 0
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var right_move_time: float = 0
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var left_move_time: float = 0
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var left_move_time: float = 0
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var slow_time: float = 0
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var slow_time: float = 0
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var input_time: float = 0
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var original_limit_left: int
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var original_limit_left: int
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var original_limit_right: int
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var original_limit_right: int
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var original_limit_bottom: int
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var original_limit_bottom: int
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@ -16,6 +17,7 @@ var target_offset: Vector2 = Vector2(0,0)
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export var camera_horizontal_shift = 60
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export var camera_horizontal_shift = 60
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export var offset_reset_seconds := 1
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export var offset_reset_seconds := 1
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export var offset_adapt_seconds := 1
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export var offset_adapt_seconds := 1
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export var offset_input_seconds := 0.618
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onready var levelState := $"%LevelState"
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onready var levelState := $"%LevelState"
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onready var signalManager := $"%SignalManager"
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onready var signalManager := $"%SignalManager"
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@ -94,7 +96,7 @@ func _process(delta: float) -> void:
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_adapt_to_movement(player_vel)
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_adapt_to_movement(player_vel)
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if abs(player_vel.x) <= blobby.max_velocity["walk"] * 0.9:
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if abs(player_vel.x) <= blobby.max_velocity["walk"] * 0.9:
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_adapt_to_input(player_vel)
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_adapt_to_input(player_vel, delta)
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position = blobby.position
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position = blobby.position
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prev_pos = position
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prev_pos = position
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_update_lighting_shader()
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_update_lighting_shader()
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@ -167,9 +169,15 @@ func _adapt_to_movement(velocity: Vector2) -> void:
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anim_player.play("shiftingCenter")
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anim_player.play("shiftingCenter")
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return
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return
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func _adapt_to_input(velocity: Vector2) -> void:
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func _adapt_to_input(velocity: Vector2, delta: float) -> void:
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# TODO Den bug dass man damit durch die map gucken kann wenn man sich weiter bewegt
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# TODO Den bug dass man damit durch die map gucken kann wenn man sich weiter bewegt
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# lasse ich erstmal drin
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# lasse ich erstmal drin
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if(velocity.length() > 20.0):
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input_time = 0
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return
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if(input_time < offset_input_seconds):
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input_time += delta
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return
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if Input.is_action_pressed("duck"):
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if Input.is_action_pressed("duck"):
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if(original_limit_bottom - position.y - 2 > screen_bottom.y && offset.y < 48):
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if(original_limit_bottom - position.y - 2 > screen_bottom.y && offset.y < 48):
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offset.y += 1
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offset.y += 1
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@ -222,8 +222,10 @@ valign = 1
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[node name="FlyerSprite" type="Sprite" parent="."]
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[node name="FlyerSprite" type="Sprite" parent="."]
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unique_name_in_owner = true
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unique_name_in_owner = true
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scale = Vector2( -1, 1 )
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texture = ExtResource( 4 )
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texture = ExtResource( 4 )
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hframes = 2
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hframes = 2
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frame = 1
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[node name="AnimationPlayer" type="AnimationPlayer" parent="FlyerSprite"]
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[node name="AnimationPlayer" type="AnimationPlayer" parent="FlyerSprite"]
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anims/RESET = SubResource( 33 )
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anims/RESET = SubResource( 33 )
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@ -235,6 +237,7 @@ anims/searchingLeft = SubResource( 34 )
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[node name="AnimationTree" type="AnimationTree" parent="FlyerSprite"]
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[node name="AnimationTree" type="AnimationTree" parent="FlyerSprite"]
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tree_root = SubResource( 50 )
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tree_root = SubResource( 50 )
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anim_player = NodePath("../AnimationPlayer")
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anim_player = NodePath("../AnimationPlayer")
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active = true
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root_motion_track = NodePath(".")
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root_motion_track = NodePath(".")
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parameters/playback = SubResource( 51 )
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parameters/playback = SubResource( 51 )
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parameters/hunting/blend_position = -1.04288
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parameters/hunting/blend_position = -1.04288
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