Fix Hiro player freezing after melee animation end

This commit is contained in:
Raxki 2024-09-18 14:53:30 -04:00
parent 2f2ebd5426
commit 31529ecbd4
3 changed files with 17 additions and 14 deletions

View file

@ -565,7 +565,7 @@ tracks/3/keys = {
}
tracks/4/type = "value"
tracks/4/imported = false
tracks/4/enabled = true
tracks/4/enabled = false
tracks/4/path = NodePath("AnimationTree:parameters/conditions/melee")
tracks/4/interp = 1
tracks/4/loop_wrap = true
@ -654,7 +654,7 @@ tracks/3/keys = {
}
tracks/4/type = "value"
tracks/4/imported = false
tracks/4/enabled = true
tracks/4/enabled = false
tracks/4/path = NodePath("AnimationTree:parameters/conditions/melee")
tracks/4/interp = 1
tracks/4/loop_wrap = true
@ -743,7 +743,7 @@ tracks/3/keys = {
}
tracks/4/type = "value"
tracks/4/imported = false
tracks/4/enabled = true
tracks/4/enabled = false
tracks/4/path = NodePath("AnimationTree:parameters/conditions/melee")
tracks/4/interp = 1
tracks/4/loop_wrap = true
@ -832,7 +832,7 @@ tracks/3/keys = {
}
tracks/4/type = "value"
tracks/4/imported = false
tracks/4/enabled = true
tracks/4/enabled = false
tracks/4/path = NodePath("AnimationTree:parameters/conditions/melee")
tracks/4/interp = 1
tracks/4/loop_wrap = true
@ -921,7 +921,7 @@ tracks/3/keys = {
}
tracks/4/type = "value"
tracks/4/imported = false
tracks/4/enabled = true
tracks/4/enabled = false
tracks/4/path = NodePath("AnimationTree:parameters/conditions/melee")
tracks/4/interp = 1
tracks/4/loop_wrap = true
@ -1010,7 +1010,7 @@ tracks/3/keys = {
}
tracks/4/type = "value"
tracks/4/imported = false
tracks/4/enabled = true
tracks/4/enabled = false
tracks/4/path = NodePath("AnimationTree:parameters/conditions/melee")
tracks/4/interp = 1
tracks/4/loop_wrap = true
@ -1099,7 +1099,7 @@ tracks/3/keys = {
}
tracks/4/type = "value"
tracks/4/imported = false
tracks/4/enabled = true
tracks/4/enabled = false
tracks/4/path = NodePath("AnimationTree:parameters/conditions/melee")
tracks/4/interp = 1
tracks/4/loop_wrap = true
@ -1188,7 +1188,7 @@ tracks/3/keys = {
}
tracks/4/type = "value"
tracks/4/imported = false
tracks/4/enabled = true
tracks/4/enabled = false
tracks/4/path = NodePath("AnimationTree:parameters/conditions/melee")
tracks/4/interp = 1
tracks/4/loop_wrap = true
@ -1277,7 +1277,7 @@ tracks/3/keys = {
}
tracks/4/type = "value"
tracks/4/imported = false
tracks/4/enabled = true
tracks/4/enabled = false
tracks/4/path = NodePath("AnimationTree:parameters/conditions/melee")
tracks/4/interp = 1
tracks/4/loop_wrap = true
@ -1366,7 +1366,7 @@ tracks/3/keys = {
}
tracks/4/type = "value"
tracks/4/imported = false
tracks/4/enabled = true
tracks/4/enabled = false
tracks/4/path = NodePath("AnimationTree:parameters/conditions/melee")
tracks/4/interp = 1
tracks/4/loop_wrap = true
@ -1455,7 +1455,7 @@ tracks/3/keys = {
}
tracks/4/type = "value"
tracks/4/imported = false
tracks/4/enabled = true
tracks/4/enabled = false
tracks/4/path = NodePath("AnimationTree:parameters/conditions/melee")
tracks/4/interp = 1
tracks/4/loop_wrap = true
@ -1544,7 +1544,7 @@ tracks/3/keys = {
}
tracks/4/type = "value"
tracks/4/imported = false
tracks/4/enabled = true
tracks/4/enabled = false
tracks/4/path = NodePath("AnimationTree:parameters/conditions/melee")
tracks/4/interp = 1
tracks/4/loop_wrap = true

View file

@ -167,8 +167,8 @@ advance_mode = 2
advance_condition = &"melee"
[sub_resource type="AnimationNodeStateMachineTransition" id="AnimationNodeStateMachineTransition_l17k0"]
switch_mode = 2
advance_mode = 2
advance_expression = "get(\"parameters/conditions/melee\") == false"
[sub_resource type="AnimationNodeStateMachineTransition" id="AnimationNodeStateMachineTransition_ln3pc"]
switch_mode = 2
@ -186,7 +186,7 @@ states/melee/position = Vector2(329, 224)
states/walk/node = SubResource("AnimationNodeBlendSpace2D_vunsg")
states/walk/position = Vector2(520, 108)
transitions = ["Start", "idle", SubResource("AnimationNodeStateMachineTransition_akmuq"), "idle", "walk", SubResource("AnimationNodeStateMachineTransition_sn1tm"), "walk", "idle", SubResource("AnimationNodeStateMachineTransition_5i3fu"), "idle", "melee", SubResource("AnimationNodeStateMachineTransition_y8p74"), "melee", "idle", SubResource("AnimationNodeStateMachineTransition_l17k0"), "hurt", "idle", SubResource("AnimationNodeStateMachineTransition_ln3pc")]
graph_offset = Vector2(-258, -59)
graph_offset = Vector2(-241, 18)
[sub_resource type="CapsuleShape2D" id="CapsuleShape2D_vm050"]
radius = 8.0
@ -225,6 +225,7 @@ parameters/melee/2/blend_position = Vector2(0, 0)
parameters/walk/blend_position = Vector2(-0.0100167, -0.0729166)
[node name="Hitbox" type="Area2D" parent="."]
visible = false
position = Vector2(0, 1)
collision_layer = 2
collision_mask = 10
@ -235,6 +236,7 @@ shape = SubResource("CapsuleShape2D_vm050")
debug_color = Color(1, 0.133333, 0.321569, 0.419608)
[node name="MovementCollider" type="CollisionShape2D" parent="."]
visible = false
position = Vector2(-0.5, -1)
shape = SubResource("RectangleShape2D_bdqvd")

View file

@ -102,5 +102,6 @@ func _on_enemy_attack_did_hit(other, power, attack_direction):
func _on_animation_tree_animation_finished(anim_name):
if anim_name.contains("hurt") or anim_name.contains("kick") or anim_name.contains("punch"):
can_move = true
$AnimationTree.set("parameters/conditions/melee", false)
if anim_name.contains("kick") or anim_name.contains("punch"):
$Attackbox/Collider.set_deferred("disabled", true)