jump ani fixing and transition animations

This commit is contained in:
Nicholas Butzke
2026-08-10 12:50:00 -04:00
parent 833e936bcd
commit 0ce626ad42
13 changed files with 359 additions and 35 deletions
+7 -5
View File
@@ -82,9 +82,11 @@ func _run() -> void:
for side in [-1.0, 1.0]:
var entry_leg_rise := await _wall_entry_leg_rise(
model, side, thigh_l, thigh_r, shin_l, shin_r)
_expect(entry_leg_rise < 0.05,
"wall-run entry keeps both legs below the pelvis on side %+.0f "
% side)
# A real crossfade may raise the leading knee slightly; reject only
# the old near-vertical inversion, not the authored wall-run stride.
_expect(entry_leg_rise < 0.20,
"wall-run entry avoids an inverted leg on side %+.0f (%.3f m)"
% [side, entry_leg_rise])
model.set_wall_side(-1.0)
model.set_wall_surface(Vector3.RIGHT, Vector3(-0.4, 0.0, 0.0))
@@ -182,8 +184,8 @@ func _run() -> void:
var slide_leg_r := _world_bone_segment(model, thigh_r, shin_r)
slide_entry_rise = maxf(slide_entry_rise,
maxf(slide_leg_l.y, slide_leg_r.y))
_expect(slide_entry_rise < 0.05,
"slide entry keeps both legs below the pelvis")
_expect(slide_entry_rise < 0.20,
"slide entry avoids an inverted leg (%.3f m)" % slide_entry_rise)
model.update_state("ground", 0.0, false)
await process_frame
model.update_state("slide", 4.0, true)