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Forest critters: Add animation frames for "turning" #81
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That would give you what you need to catch when to allow/disallow movement. I would have to look at the code for the NPCs (the red crabs from the demo?) to see the best approach. Probably a flag on the monster that disallows movement when TRUE. The function that initiates the animation will make it True, and the finished signal will make it False. When I have the time I can monkey with the code and see how it works in practice. It shouldn't be too complex, but you never know... |
Yes, its the crab monsters almost unchenged in my game |
Yes, this should be do-able with minimal adjusting of the existing script. Here's a rundown of the steps I take. All code is being done on forest_crawler.gd:
Here's what the script looks like with the changes:
I tested it a little and it appears to be doing what it should. |
OK I'll implement it soon |
Turning for NPCs look pretty ugly right now, because its just an instant "snap!".
What I would like to achieve is this:
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