debug level and character added
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96
resources/models/gobot/gobot_skin.gd
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96
resources/models/gobot/gobot_skin.gd
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extends Node3D
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## Emitted when Gobot's feet hit the ground will running.
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signal foot_step
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## Gobot's MeshInstance3D model.
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@export var gobot_model: MeshInstance3D
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## Determines whether blinking is enabled or disabled.
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@export var blink = true : set = _set_blink
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@export var _left_eye_mat_override: String
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@export var _right_eye_mat_override: String
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@export var _open_eye: CompressedTexture2D
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@export var _close_eye: CompressedTexture2D
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@onready var _animation_tree: AnimationTree = %AnimationTree
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@onready var _state_machine: AnimationNodeStateMachinePlayback = _animation_tree.get(
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"parameters/StateMachine/playback"
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)
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@onready var _flip_shot_path: String = "parameters/FlipShot/request"
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@onready var _hurt_shot_path: String = "parameters/HurtShot/request"
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@onready var _blink_timer = %BlinkTimer
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@onready var _closed_eyes_timer = %ClosedEyesTimer
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@onready var _left_eye_mat: StandardMaterial3D = gobot_model.get(_left_eye_mat_override)
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@onready var _right_eye_mat: StandardMaterial3D = gobot_model.get(_right_eye_mat_override)
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func _ready():
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_blink_timer.connect(
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"timeout",
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func():
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_left_eye_mat.albedo_texture = _close_eye
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_right_eye_mat.albedo_texture = _close_eye
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_closed_eyes_timer.start(0.2)
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)
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_closed_eyes_timer.connect(
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"timeout",
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func():
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_left_eye_mat.albedo_texture = _open_eye
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_right_eye_mat.albedo_texture = _open_eye
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_blink_timer.start(randf_range(1.0, 8.0))
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)
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func _set_blink(state: bool):
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if blink == state:
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return
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blink = state
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if blink:
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_blink_timer.start(0.2)
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#else:
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#_blink_timer.stop()
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#_closed_eyes_timer.stop()
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## Sets the model to a neutral, action-free state.
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func idle():
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_state_machine.travel("Idle")
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## Sets the model to a running animation or forward movement.
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func run():
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_state_machine.travel("Run")
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## Sets the model to an upward-leaping animation, simulating a jump.
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func jump():
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_state_machine.travel("Jump")
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## Sets the model to a downward animation, imitating a fall.
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func fall():
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_state_machine.travel("Fall")
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## Sets the model to an edge-grabbing animation.
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func edge_grab():
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_state_machine.travel("EdgeGrab")
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## Sets the model to a wall-sliding animation.
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func wall_slide():
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_state_machine.travel("WallSlide")
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## Plays a one-shot front-flip animation.
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## This animation does not play in parallel with other states.
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func flip():
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_animation_tree.set(_flip_shot_path, true)
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## Makes a victory sign.
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func victory_sign():
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_state_machine.travel("VictorySign")
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## Plays a one-shot hurt animation.
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## This animation plays in parallel with other states.
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func hurt():
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_animation_tree.set(_hurt_shot_path, true)
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var tween := create_tween().set_ease(Tween.EASE_OUT)
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tween.tween_property(self, "scale", Vector3(1.2, 0.8, 1.2), 0.1)
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tween.tween_property(self, "scale", Vector3.ONE, 0.2)
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