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Replace XML codeblock spaces with tabs
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@@ -115,24 +115,24 @@
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var current_rotation
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func _process(delta):
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if Input.is_action_just_pressed("animate"):
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current_rotation = get_quaternion()
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state_machine.travel("Animate")
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var velocity = current_rotation * animation_tree.get_root_motion_position() / delta
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set_velocity(velocity)
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move_and_slide()
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if Input.is_action_just_pressed("animate"):
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current_rotation = get_quaternion()
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state_machine.travel("Animate")
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var velocity = current_rotation * animation_tree.get_root_motion_position() / delta
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set_velocity(velocity)
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move_and_slide()
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[/gdscript]
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[/codeblocks]
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By using this in combination with [method get_root_motion_rotation_accumulator], you can apply the root motion position more correctly to account for the rotation of the node.
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[codeblocks]
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[gdscript]
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func _process(delta):
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if Input.is_action_just_pressed("animate"):
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state_machine.travel("Animate")
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set_quaternion(get_quaternion() * animation_tree.get_root_motion_rotation())
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var velocity = (animation_tree.get_root_motion_rotation_accumulator().inverse() * get_quaternion()) * animation_tree.get_root_motion_position() / delta
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set_velocity(velocity)
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move_and_slide()
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if Input.is_action_just_pressed("animate"):
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state_machine.travel("Animate")
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set_quaternion(get_quaternion() * animation_tree.get_root_motion_rotation())
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var velocity = (animation_tree.get_root_motion_rotation_accumulator().inverse() * get_quaternion()) * animation_tree.get_root_motion_position() / delta
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set_velocity(velocity)
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move_and_slide()
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[/gdscript]
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[/codeblocks]
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If [member root_motion_local] is [code]true[/code], returns the pre-multiplied translation value with the inverted rotation.
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@@ -140,12 +140,12 @@
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[codeblocks]
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[gdscript]
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func _process(delta):
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if Input.is_action_just_pressed("animate"):
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state_machine.travel("Animate")
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set_quaternion(get_quaternion() * animation_tree.get_root_motion_rotation())
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var velocity = get_quaternion() * animation_tree.get_root_motion_position() / delta
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set_velocity(velocity)
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move_and_slide()
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if Input.is_action_just_pressed("animate"):
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state_machine.travel("Animate")
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set_quaternion(get_quaternion() * animation_tree.get_root_motion_rotation())
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var velocity = get_quaternion() * animation_tree.get_root_motion_position() / delta
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set_velocity(velocity)
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move_and_slide()
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[/gdscript]
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[/codeblocks]
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</description>
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@@ -161,12 +161,12 @@
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var prev_root_motion_position_accumulator
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func _process(delta):
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if Input.is_action_just_pressed("animate"):
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state_machine.travel("Animate")
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var current_root_motion_position_accumulator = animation_tree.get_root_motion_position_accumulator()
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var difference = current_root_motion_position_accumulator - prev_root_motion_position_accumulator
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prev_root_motion_position_accumulator = current_root_motion_position_accumulator
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transform.origin += difference
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if Input.is_action_just_pressed("animate"):
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state_machine.travel("Animate")
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var current_root_motion_position_accumulator = animation_tree.get_root_motion_position_accumulator()
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var difference = current_root_motion_position_accumulator - prev_root_motion_position_accumulator
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prev_root_motion_position_accumulator = current_root_motion_position_accumulator
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transform.origin += difference
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[/gdscript]
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[/codeblocks]
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However, if the animation loops, an unintended discrete change may occur, so this is only useful for some simple use cases.
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@@ -182,9 +182,9 @@
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[codeblocks]
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[gdscript]
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func _process(delta):
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if Input.is_action_just_pressed("animate"):
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state_machine.travel("Animate")
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set_quaternion(get_quaternion() * animation_tree.get_root_motion_rotation())
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if Input.is_action_just_pressed("animate"):
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state_machine.travel("Animate")
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set_quaternion(get_quaternion() * animation_tree.get_root_motion_rotation())
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[/gdscript]
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[/codeblocks]
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</description>
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@@ -201,12 +201,12 @@
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var prev_root_motion_rotation_accumulator
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func _process(delta):
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if Input.is_action_just_pressed("animate"):
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state_machine.travel("Animate")
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var current_root_motion_rotation_accumulator = animation_tree.get_root_motion_rotation_accumulator()
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var difference = prev_root_motion_rotation_accumulator.inverse() * current_root_motion_rotation_accumulator
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prev_root_motion_rotation_accumulator = current_root_motion_rotation_accumulator
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transform.basis *= Basis(difference)
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if Input.is_action_just_pressed("animate"):
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state_machine.travel("Animate")
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var current_root_motion_rotation_accumulator = animation_tree.get_root_motion_rotation_accumulator()
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var difference = prev_root_motion_rotation_accumulator.inverse() * current_root_motion_rotation_accumulator
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prev_root_motion_rotation_accumulator = current_root_motion_rotation_accumulator
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transform.basis *= Basis(difference)
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[/gdscript]
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[/codeblocks]
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However, if the animation loops, an unintended discrete change may occur, so this is only useful for some simple use cases.
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@@ -225,12 +225,12 @@
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var scale_accum = Vector3(1, 1, 1)
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func _process(delta):
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if Input.is_action_just_pressed("animate"):
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current_scale = get_scale()
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scale_accum = Vector3(1, 1, 1)
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state_machine.travel("Animate")
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scale_accum += animation_tree.get_root_motion_scale()
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set_scale(current_scale * scale_accum)
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if Input.is_action_just_pressed("animate"):
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current_scale = get_scale()
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scale_accum = Vector3(1, 1, 1)
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state_machine.travel("Animate")
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scale_accum += animation_tree.get_root_motion_scale()
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set_scale(current_scale * scale_accum)
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[/gdscript]
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[/codeblocks]
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</description>
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@@ -245,12 +245,12 @@
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var prev_root_motion_scale_accumulator
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func _process(delta):
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if Input.is_action_just_pressed("animate"):
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state_machine.travel("Animate")
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var current_root_motion_scale_accumulator = animation_tree.get_root_motion_scale_accumulator()
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var difference = current_root_motion_scale_accumulator - prev_root_motion_scale_accumulator
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prev_root_motion_scale_accumulator = current_root_motion_scale_accumulator
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transform.basis = transform.basis.scaled(difference)
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if Input.is_action_just_pressed("animate"):
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state_machine.travel("Animate")
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var current_root_motion_scale_accumulator = animation_tree.get_root_motion_scale_accumulator()
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var difference = current_root_motion_scale_accumulator - prev_root_motion_scale_accumulator
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prev_root_motion_scale_accumulator = current_root_motion_scale_accumulator
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transform.basis = transform.basis.scaled(difference)
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[/gdscript]
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[/codeblocks]
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However, if the animation loops, an unintended discrete change may occur, so this is only useful for some simple use cases.
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