fix: resolve GDScript warnings for unused vars and shadowed names

- Prefix unused variables with underscore (chest, left_hand, right_hand, l_foot, r_foot)
- Rename 'name' parameter to 'bone_name'/'anim_name' to avoid shadowing Node.name
This commit is contained in:
2026-06-25 00:04:59 -04:00
parent 50de6df450
commit fead2cc055
+12 -12
View File
@@ -117,14 +117,14 @@ func _ensure_locomotion_animations(ap: AnimationPlayer) -> void:
# Bone names match the GLB skeleton exactly
var hips: String = _get_bone_name("Hips")
var spine: String = _get_bone_name("Spine")
var chest: String = _get_bone_name("Chest")
var _chest: String = _get_bone_name("Chest")
var head: String = _get_bone_name("Head")
var left_upper_arm: String = _get_bone_name("LeftUpperArm")
var left_lower_arm: String = _get_bone_name("LeftLowerArm")
var left_hand: String = _get_bone_name("LeftHand")
var _left_hand: String = _get_bone_name("LeftHand")
var right_upper_arm: String = _get_bone_name("RightUpperArm")
var right_lower_arm: String = _get_bone_name("RightLowerArm")
var right_hand: String = _get_bone_name("RightHand")
var _right_hand: String = _get_bone_name("RightHand")
var left_upper_leg: String = _get_bone_name("LeftUpperLeg")
var left_lower_leg: String = _get_bone_name("LeftLowerLeg")
var left_foot: String = _get_bone_name("LeftFoot")
@@ -188,17 +188,17 @@ func _ensure_locomotion_animations(ap: AnimationPlayer) -> void:
_add_bone_track(anim, prefix + hips, [{ "time": 0.0, "value": Vector3(0, 0, 0) }, { "time": 1.0, "value": Vector3(0, 0.003, 0) }, { "time": 2.0, "value": Vector3(0, 0, 0) }], prefix)
_add_animation_to_player(ap, "Idle", anim)
func _get_bone_name(name: String) -> String:
func _get_bone_name(bone_name: String) -> String:
## Returns the bone name as stored in the skeleton (uses cache).
if _bone_cache.has(name):
return name
return name
if _bone_cache.has(bone_name):
return bone_name
return bone_name
func _create_locomotion_anim(
prefix: String,
loop: bool,
l_leg_upper: String, l_leg_lower: String, l_foot: String,
r_leg_upper: String, r_leg_lower: String, r_foot: String,
l_leg_upper: String, l_leg_lower: String, _l_foot: String,
r_leg_upper: String, r_leg_lower: String, _r_foot: String,
l_arm_upper: String, l_arm_lower: String,
r_arm_upper: String, r_arm_lower: String,
spine: String, hips: String,
@@ -277,14 +277,14 @@ func _add_bone_track(anim: Animation, bone_path: String, keyframes: Array, _pref
for kf in keyframes:
anim.track_insert_key(track_idx, kf["time"], kf["value"])
func _add_animation_to_player(ap: AnimationPlayer, name: String, anim: Animation) -> void:
func _add_animation_to_player(ap: AnimationPlayer, anim_name: String, anim: Animation) -> void:
## Adds an animation to the AnimationPlayer via its default library.
var lib_name: String = ""
if not ap.has_animation_library(lib_name):
ap.add_animation_library(lib_name, AnimationLibrary.new())
var lib = ap.get_animation_library(lib_name)
lib.add_animation(name, anim)
print("SkinnedPlayerModel: added '%s' (%d tracks)" % [name, anim.get_track_count()])
lib.add_animation(anim_name, anim)
print("SkinnedPlayerModel: added '%s' (%d tracks)" % [anim_name, anim.get_track_count()])
func _setup_first_person() -> void:
# In first person, hide the head and upper body so only arms/hands/legs show