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https://github.com/Relintai/broken_seals_2d.git
synced 2024-11-11 20:35:10 +01:00
Implemented movement and standing animation support for the new spritesheet based character. Replaced the old character with it.
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@ -1,5 +1,19 @@
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extends Sprite
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enum Facing {
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FACING_RIGHT = 0,
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FACING_LEFT = 1,
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FACING_FRONT = 2,
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FACING_BACK = 3
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}
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enum Animations {
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ANIMATION_RUN = 0,
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ANIMATION_WALK = 1,
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ANIMATION_CAST = 2,
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ANIMATION_STAND = 3
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}
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export(bool) var enabled : bool = true
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export(float) var timer : float = 0.13
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@ -16,9 +30,13 @@ var y = 0
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var _timer : float = 0
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var _frame : int = 0
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var _facing : int = Facing.FACING_RIGHT
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var _current_animation : int = Animations.ANIMATION_STAND
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# Called when the node enters the scene tree for the first time.
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func _ready():
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set_frame(_min_frame)
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#set_frame(_min_frame)
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update_animset()
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#_sprite.set_position(Vector2(x, y))
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func set_movement_vector(vector):
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@ -35,6 +53,8 @@ func set_movement_vector(vector):
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set_animset(num_slice)
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func set_animset(animest_id):
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if (animest_id >= _animset_count):
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_animset = _animset_count - 1
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@ -48,6 +68,9 @@ func set_animset(animest_id):
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#_min_frame = _animset * _animset_size
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#_max_frame = _animset * _animset_size + _animset_size
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func update_animset():
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_animset = _current_animation * 4 + (_facing)
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func _process(delta):
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#set_animset(_animset)
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@ -55,10 +78,10 @@ func _process(delta):
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set_process(false)
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return
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timer += delta
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_timer += delta
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if (timer > 0.05):
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timer -= 0.05
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if (_timer > timer):
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_timer -= timer
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_frame += 1
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if _frame > _animset_size - 1:
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@ -66,6 +89,39 @@ func _process(delta):
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set_frame(_frame + (_animset * _animset_size))
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func set_to_move():
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if _current_animation != Animations.ANIMATION_RUN:
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_current_animation = Animations.ANIMATION_RUN
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_frame = 0
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func set_facing(input_direction : Vector2) -> void:
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var front : bool = abs(input_direction.dot(Vector2(0, 1))) > 0.9
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if front:
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if input_direction.y > 0:
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_facing = Facing.FACING_FRONT
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else:
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_facing = Facing.FACING_BACK
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else:
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if input_direction.x > 0.01:
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_facing = Facing.FACING_RIGHT
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elif input_direction.x < -0.01:
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_facing = Facing.FACING_LEFT
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update_animset()
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func set_to_stand():
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if _current_animation != Animations.ANIMATION_STAND:
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_current_animation = Animations.ANIMATION_STAND
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_frame = 0
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update_animset()
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func set_to_cast():
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if _current_animation != Animations.ANIMATION_CAST:
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_current_animation = Animations.ANIMATION_CAST
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_frame = 0
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update_animset()
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func a_process(delta):
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#x += int(delta * 300)
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@ -3,6 +3,7 @@ extends CharacterSkeleton2D
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export(NodePath) var sprite_path : NodePath
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var _sprite : Sprite
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var _standing = true
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func _ready():
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_sprite = get_node(sprite_path)
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@ -10,4 +11,17 @@ func _ready():
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func get_sprite() -> Sprite:
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return _sprite
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func move_dir(input_dir):
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if _standing:
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_standing = false
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_sprite.set_to_move()
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_sprite.set_facing(input_dir)
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func stand():
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if _standing:
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return
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_standing = true
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_sprite.set_to_stand()
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@ -6,6 +6,7 @@
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[node name="SheetCharacter" type="CharacterSkeleton2D"]
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script = ExtResource( 3 )
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sprite_path = NodePath("CharacterSprite")
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[node name="CharacterSprite" type="Sprite" parent="."]
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position = Vector2( 0, -11.906 )
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@ -13,4 +14,4 @@ texture = ExtResource( 1 )
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hframes = 16
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vframes = 16
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script = ExtResource( 2 )
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timer = 0.05
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timer = 0.07
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@ -1,63 +1,17 @@
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[gd_scene load_steps=11 format=2]
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[gd_scene load_steps=4 format=2]
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[ext_resource path="res://characters/Character.tscn" type="PackedScene" id=1]
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[ext_resource path="res://scripts/item_visuals/CharacterAtlasEntry2D.gd" type="Script" id=2]
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[ext_resource path="res://scripts/item_visuals/CharacterAtlas2D.gd" type="Script" id=3]
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[ext_resource path="res://characters/char_t1_outline_split.png" type="Texture" id=5]
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[ext_resource path="res://player/Body.gd" type="Script" id=6]
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[ext_resource path="res://characters/SheetCharacter.tscn" type="PackedScene" id=7]
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[sub_resource type="CharacterAtlasEntry" id=1]
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script = ExtResource( 2 )
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front_rect = Rect2( 101, 15, 9, 12 )
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back_rect = Rect2( 74, 18, 9, 12 )
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right_rect = Rect2( 8, 13, 9, 12 )
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left_rect = Rect2( 8, 13, 9, 12 )
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[sub_resource type="CharacterAtlasEntry" id=2]
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script = ExtResource( 2 )
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front_rect = Rect2( 102, 2, 7, 8 )
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back_rect = Rect2( 75, 5, 7, 8 )
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right_rect = Rect2( 9, 0, 7, 8 )
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left_rect = Rect2( 9, 0, 7, 8 )
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[sub_resource type="CharacterAtlas" id=3]
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script = ExtResource( 3 )
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comments = "HUMANOID_BONE_HIP = 0,
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HUMANOID_BONE_TORSO = 1,
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HUMANOID_BONE_LEG_R = 2,
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HUMANOID_BONE_FOOT_R = 3,
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HUMANOID_BONE_TOE_R = 4,
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HUMANOID_BONE_LEG_L = 5,
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HUMANOID_BONE_FOOT_L = 6,
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HUMANOID_BONE_TOE_L = 7,
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HUMANOID_BONE_ARM_R = 8,
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#HUMANOID_BONE_SHOULDER_GUARD_R = 0,
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HUMANOID_BONE_HAND_R = 9,
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HUMANOID_BONE_FINGERS_R = 10,
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HUMANOID_BONE_ARM_L = 11,
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#HUMANOID_BONE_SHOULDER_GUARD_L = 0,
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HUMANOID_BONE_HAND_L = 12,
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HUMANOID_BONE_FINGERS_L = 13,
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HUMANOID_BONE_HEAD = 14,
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HUMANOID_BONE_HEAD_TOP = 15,
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HUMANOID_BONES_MAX = 16,"
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texture = ExtResource( 5 )
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slots = [ null, SubResource( 1 ), null, null, null, null, null, null, null, null, null, null, null, null, SubResource( 2 ), null ]
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[sub_resource type="CircleShape2D" id=4]
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radius = 8.0
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[node name="Body" type="KinematicBody2D"]
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script = ExtResource( 6 )
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model_path = NodePath("")
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character_skeleton_path = NodePath("SheetCharacter")
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[node name="SheetCharacter" parent="." instance=ExtResource( 7 )]
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visible = false
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[node name="Character" parent="." instance=ExtResource( 1 )]
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front_node_path = NodePath("../../Body/Character/CharacterFrontModel")
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side_node_path = NodePath("../../Body/Character/CharacterSideModel")
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character_atlas = SubResource( 3 )
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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shape = SubResource( 4 )
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@ -184,9 +184,14 @@ func process_input(delta: float) -> void:
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if input_length > 0.1:
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#handle_graphic_facing(abs(dir.dot(Vector2(0, 1))) > 0.9)
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character_skeleton.update_facing(input_dir)
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character_skeleton.move_dir(input_dir)
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else:
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character_skeleton.stand()
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character_skeleton.get_animation_tree().set("parameters/walking/blend_amount", input_dir.length())
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#character_skeleton.get_animation_tree().set("parameters/walking/blend_amount", input_dir.length())
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#character_skeleton.set_
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#character_skeleton.update_facing(input_dir)
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func process_movement(delta : float) -> void:
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