Attention | Topic was automatically imported from the old Question2Answer platform. | |
Asked By | SiegeNinja |
Ok, so in something I only recently began working on, I have quite a simple problem that I can’t seem to find a solution to; the attack animation plays a second or two after I actually press the button.
Here is my code -
extends KinematicBody2D
const ACCELERATION = 500
const MAX_SPEED = 80
const FRICTION = 500
enum {
MOVE,
SLIDE,
ATTACK
}
var state = MOVE
var velocity = Vector2.ZERO
onready var animationPlayer = $AnimationPlayer
onready var animationTree = $AnimationTree
onready var animationState = animationTree.get(“parameters/playback”)
func _ready():
animationTree.active = true
func _physics_process(delta):
match state:
MOVE:
move_state(delta)
SLIDE:
pass
ATTACK:
attack_state(delta)
func move_state(delta):
var input_vector = Vector2.ZERO
input_vector.x = Input.get_action_strength(“ui_right”) - Input.get_action_strength(“ui_left”)
input_vector.y = Input.get_action_strength(“ui_down”) - Input.get_action_strength(“ui_up”)
input_vector = input_vector.normalized()
if input_vector != Vector2.ZERO:
animationTree.set("parameters/Idle/blend_position", input_vector)
animationTree.set("parameters/Run/blend_position", input_vector)
animationTree.set("parameters/Attack/blend_position", input_vector)
animationState.travel("Run")
velocity = velocity.move_toward(input_vector * MAX_SPEED, ACCELERATION * delta)
else:
animationState.travel("Idle")
velocity = velocity.move_toward(Vector2.ZERO, FRICTION * delta)
velocity = move_and_slide(velocity)
if Input.is_action_just_pressed("attack"):
state = ATTACK
func attack_state(delta):
velocity = Vector2.ZERO
animationState.travel(“Attack”)
func attack_animation_finished():
state = MOVE