Buug Fixes

Maybe Destroyed on last merge
This commit is contained in:
Jan Schuffenhauer
2020-04-19 18:07:34 +02:00
parent f94e474228
commit 92b97972bf
4 changed files with 10 additions and 29 deletions

View File

@@ -66,7 +66,6 @@ func _physics_process(delta):
moveState.HIT:
movement_hit()
$"Effects/HealEffect".emitting = heal_per_second > 0
elif movementState == moveState.ROLL:
movement_roll()
elif movementState == moveState.HIT:
@@ -75,6 +74,7 @@ func _physics_process(delta):
movement_idle()
else:
movement_run(Vector2(0,0), delta)
$"Effects/HealEffect".emitting = heal_per_second > 0
makeMove(delta)
move()
@@ -85,18 +85,10 @@ func move():
move_and_slide(velocity)
func set_animation_tree_vector():
animation_tree.set("parameters/idle/blend_position", rollvector)
animation_tree.set("parameters/hit/blend_position", rollvector)
animation_tree.set("parameters/roll/blend_position", rollvector)
animation_tree.set("parameters/run/blend_position", rollvector)
# API Interface for ai_hero
func attac(direction, delta):
direction = direction.normalized()
rollvector = direction
set_animation_tree_vector()
movementState = moveState.HIT
@@ -104,7 +96,6 @@ func attac(direction, delta):
func roll(direction, delta):
direction = direction.normalized()
rollvector = direction
set_animation_tree_vector()
movementState = moveState.ROLL
@@ -112,14 +103,13 @@ func roll(direction, delta):
func run(direction, delta):
direction = direction.normalized()
rollvector = direction
set_animation_tree_vector()
movementState = moveState.MOVE
velocity = velocity.move_toward(player_stats.speed * rollvector, ACCELERATION * delta)
if direction == Vector2.ZERO:
animation_state.travel("idle")
animation_state.change_state("idle")
else:
animation_state.travel("run")
animation_state.change_state("run")
func movement_move(delta):
@@ -139,7 +129,6 @@ func movement_move(delta):
velocity = Vector2.ZERO
else:
rollvector = input_vector
set_animation_tree_vector()
animation_state.change_state("run")
velocity = velocity.move_toward(player_stats.speed * input_vector, ACCELERATION * delta)
if Input.is_action_just_pressed("roll"):