Turn upper body less when holding items

main
copygirl 10 months ago
parent 49f7f66db4
commit 41fd4f1f95
  1. 28
      player/AnimationController.cs

@ -124,6 +124,10 @@ public partial class AnimationController : Node3D
} }
} }
float _yawFactorLowerBody = 0.15f;
float _yawFactorUpperBody = 0.20f;
float _yawFactorNeck = 0.45f;
void HandleWalkingAnimation(double delta) void HandleWalkingAnimation(double delta)
{ {
const float ForwardAngle = 95.0f; const float ForwardAngle = 95.0f;
@ -146,9 +150,19 @@ public partial class AnimationController : Node3D
var prevWalkSpeed = (float)_animTree.Get(WalkSpeedParam); var prevWalkSpeed = (float)_animTree.Get(WalkSpeedParam);
_animTree.Set(WalkSpeedParam, Lerp(prevWalkSpeed, walkSpeed, 10 * (float)delta)); _animTree.Set(WalkSpeedParam, Lerp(prevWalkSpeed, walkSpeed, 10 * (float)delta));
const float YawFactorLowerBody = 0.15f; const float EmptyYawFactorLowerBody = 0.15f;
const float YawFactorUpperBody = 0.20f; const float EmptyYawFactorUpperBody = 0.20f;
const float YawFactorNeck = 0.45f; const float EmptyYawFactorNeck = 0.45f;
const float HoldingYawFactorLowerBody = 0.35f;
const float HoldingYawFactorUpperBody = 0.25f;
const float HoldingYawFactorNeck = 0.10f;
// TODO: This should probably be using delta somehow, but I'm not sure how.
var held = _player.Pickup.HasItemsHeld;
_yawFactorLowerBody = (_yawFactorLowerBody + (held ? HoldingYawFactorLowerBody : EmptyYawFactorLowerBody)) / 2;
_yawFactorUpperBody = (_yawFactorLowerBody + (held ? HoldingYawFactorUpperBody : EmptyYawFactorUpperBody)) / 2;
_yawFactorNeck = (_yawFactorLowerBody + (held ? HoldingYawFactorNeck : EmptyYawFactorNeck )) / 2;
if (movement.IsMoving) { if (movement.IsMoving) {
var targetBodyYaw = localAngle; var targetBodyYaw = localAngle;
@ -157,10 +171,10 @@ public partial class AnimationController : Node3D
} else } else
_bodyYaw -= _bodyYaw * (float)delta * 2; _bodyYaw -= _bodyYaw * (float)delta * 2;
_bones["Root" ].GlobalRotate(Vector3.Up, _bodyYaw * (YawFactorLowerBody + YawFactorUpperBody + YawFactorNeck)); _bones["Root" ].GlobalRotate(Vector3.Up, _bodyYaw * (_yawFactorLowerBody + _yawFactorUpperBody + _yawFactorNeck));
_bones["LowerBody"].GlobalRotate(Vector3.Up, -_bodyYaw * YawFactorLowerBody); _bones["LowerBody"].GlobalRotate(Vector3.Up, -_bodyYaw * _yawFactorLowerBody);
_bones["UpperBody"].GlobalRotate(Vector3.Up, -_bodyYaw * YawFactorUpperBody); _bones["UpperBody"].GlobalRotate(Vector3.Up, -_bodyYaw * _yawFactorUpperBody);
_bones["Neck" ].GlobalRotate(Vector3.Up, -_bodyYaw * YawFactorNeck); _bones["Neck" ].GlobalRotate(Vector3.Up, -_bodyYaw * _yawFactorNeck);
} }
Vector3? _defaultPickupPosition; Vector3? _defaultPickupPosition;

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