added modular animation system for drones
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@@ -3,13 +3,85 @@ extends Machine
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class_name Drone
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@export_category("Dash")
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@export var dodge_cd : float
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@export var dodge_cd := 5.0
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@export var dodge_speed := 650.0
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@export var dodge_duration := 0.18
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var dodge_duration_timer : Timer
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#region animation dictionaries
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@export var idle_anim_front : Dictionary
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@export var idle_anim_back : Dictionary
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@export var idle_anim_left : Dictionary
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@export var idle_anim_right : Dictionary
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@export var walking_anim_front : Dictionary
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@export var walking_anim_back : Dictionary
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@export var walking_anim_left : Dictionary
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@export var walking_anim_right : Dictionary
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@export var dashing_anim_front : Dictionary
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@export var dashing_anim_back : Dictionary
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@export var dashing_anim_left : Dictionary
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@export var dashing_anim_right : Dictionary
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@export var interacting_anim_front : Dictionary
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@export var interacting_anim_back : Dictionary
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@export var interacting_anim_left : Dictionary
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@export var interacting_anim_right : Dictionary
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var anim_dictionary_idle : Dictionary
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var anim_dictionary_walking : Dictionary
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var anim_dictionary_dashing : Dictionary
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var anim_dictionary_interacting : Dictionary
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#endregion
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func _ready() -> void:
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add_on_slots = 1
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#region init animation dictionaries
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anim_dictionary_idle.set(MachineGlobals.look_direction.UP, idle_anim_back)
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anim_dictionary_idle.set(MachineGlobals.look_direction.DOWN, idle_anim_front)
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anim_dictionary_idle.set(MachineGlobals.look_direction.LEFT, idle_anim_left)
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anim_dictionary_idle.set(MachineGlobals.look_direction.RIGHT, idle_anim_right)
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anim_dictionary_walking.set(MachineGlobals.look_direction.UP, walking_anim_back)
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anim_dictionary_walking.set(MachineGlobals.look_direction.DOWN, walking_anim_front)
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anim_dictionary_walking.set(MachineGlobals.look_direction.LEFT, walking_anim_left)
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anim_dictionary_walking.set(MachineGlobals.look_direction.RIGHT, walking_anim_right)
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anim_dictionary_interacting.set(MachineGlobals.look_direction.UP, interacting_anim_back)
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anim_dictionary_interacting.set(MachineGlobals.look_direction.DOWN, interacting_anim_front)
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anim_dictionary_interacting.set(MachineGlobals.look_direction.LEFT, interacting_anim_left)
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anim_dictionary_interacting.set(MachineGlobals.look_direction.RIGHT, interacting_anim_right)
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anim_dictionary_dashing.set(MachineGlobals.look_direction.UP, dashing_anim_back)
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anim_dictionary_dashing.set(MachineGlobals.look_direction.DOWN, dashing_anim_front)
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anim_dictionary_dashing.set(MachineGlobals.look_direction.LEFT, dashing_anim_left)
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anim_dictionary_dashing.set(MachineGlobals.look_direction.RIGHT, dashing_anim_right)
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#endregion
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for a in self.get_children() :
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if a.name == "DodgeDurationTimer" :
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dodge_duration_timer = a
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for a in MachineGlobals.drone_body_slots :
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machine_upgrades.set(a,null)
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animation_state_machine = MachineGlobals.regular_states.IDLING
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func class_ability() -> float:
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#do dash
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return dodge_cd
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func listen_to_animation_signals(next_anim_state : MachineGlobals.regular_states) -> void:
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match next_anim_state :
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MachineGlobals.regular_states.IDLING :
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for a : AnimatedSprite2D in _get_body_parts() :
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a.play(anim_dictionary_idle.get(look_dir).get(a.name))
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MachineGlobals.regular_states.WALKING :
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for a : AnimatedSprite2D in _get_body_parts() :
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a.play(anim_dictionary_walking.get(look_dir).get(a.name))
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MachineGlobals.regular_states.DASHING :
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for a : AnimatedSprite2D in _get_body_parts() :
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a.play(anim_dictionary_dashing.get(look_dir).get(a.name))
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MachineGlobals.regular_states.INTERACTING :
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for a : AnimatedSprite2D in _get_body_parts() :
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a.play(anim_dictionary_interacting.get(look_dir).get(a.name))
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