这是我第一次使用 Godot 进行编程,我正在尝试添加剑攻击动画。然而,其他动画(例如跳跃、闲置或行走)会覆盖剑动画。
我尝试使用await函数等待剑动画完成,然后将“attacking”变量设置为false。这只是播放剑动画的第一帧,然后它被另一个动画覆盖。我正在使用名为“anim”的动画播放器来播放这些动画,如果有人可以提供帮助,我将不胜感激,因为我对 godot 的经验很少。您可以在下面找到我的播放器的完整代码:
extends CharacterBody2D
const normalspeed = 400.0
const JUMP_VELOCITY = -600.0
var jump_count = 0
var dashing = false
var attacking = false
var dash_count = 0
var stamina = 100
var game_running = true
var totaldashcount = 0
var player_moving = false
var frontflipping = false
var health = 100
const cooldown=preload("res://Scripts/Cooldown.gd")
@onready var dash_cooldown=cooldown.new(2)
const dashspeed = 2500
const dashlength = 0.15
@onready var dash = $Dash
var gravity = ProjectSettings.get_setting("physics/2d/default_gravity") * 1.7
@onready var anim = get_node("AnimationPlayer")
func _physics_process(delta):
player_moving = false
attacking = false
dashing = false
$/root/World/UI.update_stamina()
$/root/World/UI.stamina_value(stamina)
if stamina != 0.9:
#print(stamina)
$/root/World/UI.stamina_value(stamina)
dash_cooldown.tick(delta)
if Input.is_action_just_pressed("Dash") and stamina >= 100:
if dash_count == 0:
if velocity.x != 0:
if attacking == false:
anim.play("Dash")
dashing = true
dash_count += 1
totaldashcount += 1
player_moving = true
#$/root/World/UI.stamina_value(0)
dash.start_dash(dashlength)
dashing = true
#$/root/World/UI.stamina_value(0)
if velocity.x != 0:
if attacking == false:
anim.play("Dash")
dashing = true
dash_count += 1
totaldashcount += 1
player_moving = true
#$/root/World/UI.stamina_value(0)
$/root/World/UI.update_stamina()
stamina = 0
var speed = dashspeed if dash.is_dashing() else normalspeed
if velocity.x != 0:
player_moving = true
else:
player_moving = false
# Add the gravity.
if not is_on_floor():
velocity.y += gravity * delta
elif is_on_floor():
velocity.y = 0
jump_count = 0
dash_count = 0
if Input.is_action_just_pressed("ui_up") and is_on_floor() or Input.is_action_just_pressed("w") and is_on_floor():
velocity.y = JUMP_VELOCITY
if attacking == false:
anim.play("Jump")
var direction_letter = Input.get_axis("a", "d")
var direction_arrow = Input.get_axis("ui_left", "ui_right")
if direction_letter == -1:
get_node("AnimatedSprite2D").flip_h = true
elif direction_letter == 1:
get_node("AnimatedSprite2D").flip_h = false
if direction_arrow == -1:
get_node("AnimatedSprite2D").flip_h = true
elif direction_arrow == 1:
get_node("AnimatedSprite2D").flip_h = false
#WASD
if direction_letter:
velocity.x = direction_letter * speed
if velocity.y == 0 and not dash.is_dashing() and velocity.x != 0:
if attacking == false:
anim.play("Walking")
#ARROW KEYS MOVEMENT
elif direction_arrow:
velocity.x = direction_arrow * speed
if velocity.y == 0 and not dash.is_dashing() and velocity.x != 0:
if attacking == false:
anim.play("Walking")
else:
velocity.x = move_toward(velocity.x, 0, speed)
if velocity.y == 0:
if attacking == false:
anim.play("Idle")
if velocity.y > 400 and dashing == true:
if frontflipping == false:
if not is_on_floor():
if attacking == false:
anim.play("Fall")
elif velocity.y > 100 and dashing == false:
if frontflipping == false:
if not is_on_floor():
if attacking == false:
anim.play("Fall")
if velocity.y != 0 and Input.is_action_just_pressed("ui_up") or Input.is_action_just_pressed("w"):
if jump_count == 0 or jump_count == 1:
jump_count += 1
velocity.y = JUMP_VELOCITY
if jump_count == 2:
if attacking == false:
anim.play("Frontflip")
frontflipping = true
if Input.is_action_just_pressed("ui_down") or Input.is_action_just_pressed("s"):
$Area2D/CollisionShape2D.disabled = false
attacking = true
anim.current_animation = "Sword Attack"
else:
attacking = false
$Area2D/CollisionShape2D.disabled = true
print(attacking)
move_and_slide()
func stamina_value_player(value):
stamina = value
func _on_animation_player_animation_finished(anim_name):
frontflipping = false
func _on_sword_hit_area_entered(area):
if area.is_in_group("Ghost_Hitbox"):
area.death()
func _on_area_2d_body_entered(body):
if body.is_in_group("Hit"):
body.take_damage()
else:
pass
您将在这里设置
attacking
回每一帧:false
我在你的代码中没有看到任何内容
await
。你可以阅读
current_animation
: