我正在用godot制作游戏,并且必须存储动画位置,因为动画被另一个暂停了。我想继续播放动画,这就是为什么我必须存储动画位置,然后将其设置为存储值的原因。
我尝试设置它(没有用),在文档和Internet上的其他地方,我发现没有任何帮助。
这是上面的脚本:
extends KinematicBody2D
onready var animation_player = $AnimationPlayer
var hurt_anim_playing: bool = false
var hurt_anim_progress: float = 0
func _ready():
animation_player.play("idle")
pass
func _physics_process(delta):
# for each touching heart, get hurt
for body in hitbox.get_overlapping_bodies():
if body.has_method("heart"):
G.health -= 1
hurt_anim_playing = true
hurt_anim_progress = animation_player.current_animation_position
animation_player.play("hurt")
update_sprite()
body.queue_free()
func die():
dieLayer.visible = true
get_tree().paused = true
func update_sprite():
sprite.frame = G.max_health - G.health
if G.health == 0:
die()
func _on_AnimationPlayer_animation_finished(anim_name):
if anim_name == "hurt":
hurt_anim_playing = false
animation_player.play("idle")
animation_player.current_animation_position = hurt_anim_progress
实际上,我想设置动画的位置,并让动画在停止处继续播放,但是却出现了错误
答案 0 :(得分:0)
问题在于current_animation_position只有一个吸气剂,而没有一个setter: https://docs.godotengine.org/en/3.1/classes/class_animationplayer.html#class-animationplayer-property-current-animation-position
要将动画设置为特定点,如果要处理起始点和恢复点之间的所有内容,则可以使用advance(float delta),如果只想处理,则可以使用seek(float seconds,bool update = false)。跳到新位置。如果需要将update设置为true,则可以进行测试。文档说:“如果更新为true,则动画也会更新,否则会在处理时更新。”
您的代码将看起来像这样:
func _physics_process(delta):
# for each touching heart, get hurt
for body in hitbox.get_overlapping_bodies():
if body.has_method("heart"):
G.health -= 1
hurt_anim_playing = true
hurt_anim_progress = animation_player.current_animation_position
animation_player.play("hurt")
update_sprite()
body.queue_free()
func _on_AnimationPlayer_animation_finished(anim_name):
if anim_name == "hurt":
hurt_anim_playing = false
animation_player.play("idle")
animation_player.seek(hurt_anim_progress) #maybe (hurt_anim_progress, true)