Attention | Topic was automatically imported from the old Question2Answer platform. | |
Asked By | newgodot_user |
onready var animator = $KayKit_AnimatedCharacter_v12/AnimationPlayer
onready var camera_pivot = $camerapivot
onready var camera = $camerapivot/cameraboom/Camera
func _ready():
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
func _process(delta):
if Input.is_action_just_pressed("ui_cancel"):
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
func _input(event):
if event is InputEventMouseMotion:
rotation_degrees.y -= event.relative.x * mouse_sensitivity
camera_pivot.rotation_degrees.x -= event.relative.y * mouse_sensitivity
camera_pivot.rotation_degrees.x = clamp(camera_pivot.rotation_degrees.x, min_pitch, max_pitch)
func _physics_process(delta):
direction = Vector3()
if Input.is_action_pressed("forward"):
forward = true
direction.z = 1
define_direction = true
# walking animation control block.
if not jump and not fall and not sprint:
animator.play("Walk", 0.2)
else:
forward = false
# default pose.
if not jump and not fall and not backward:
animator.play("Idle", 0.3)
# previous animation/s will be blend to "Default" for 0.3 sec.
if Input.is_action_pressed("backward"):
backward = true
direction.z = -1
define_direction = false
# walking backwards.
if not jump and not fall and not sprint:
animator.play_backwards("Walk")
else:
backward = false
if Input.is_action_pressed("sprint"):
if forward and not jump and not fall:
sprint = true
boost = 1.4
animator.play("Run", 0.3)
else:
sprint = false
boost = 1
direction = direction.normalized()
direction *= speed * boost
# rotates the direction of movement depending on the rotation.
# easier, body moves where it is directed/faced.
direction = direction.rotated(Vector3(0, 1, 0), rotation.y)
velocity.x = direction.x
velocity.z = direction.z
velocity.y += gravity * delta
velocity = move_and_slide(velocity, Vector3.UP)
# if all boolean values are false, the body is falling.
if is_on_floor() and jump:
jump = false
gravity = -15
if is_on_floor() and Input.is_action_pressed("jump"):
velocity.y = 10
gravity = -20
animator.play("Jump")
jump = true
When I initially press any key (with an animation attached to it) there is a slight delay when transitioning from the idle animation. Any ideas on how to remove the delay?
SOLVED. Just needed to change the blend.
newgodot_user | 2022-06-27 05:30