extends Node3D class_name CharacterModel @onready var animation_tree : AnimationTree = $AnimationTree @onready var _playerback : AnimationNodeStateMachinePlayback = animation_tree["parameters/playback"] @onready var skeleton = $Armature/Skeleton3D enum States {IDLE, RUN, AIR} func _ready(): animation_tree.active = true # $Armature/Skeleton3D.get_modification_stack().enable_all_modifications(true) # $Armature/Skeleton3D.modification_stack.get_modification(0).set_target_node("") # $Armature/Skeleton3D.modification_stack.get_modification(0).set_target_node("../../Gun/LeftHandMarker") func set_team(value): var material: Material if value == 0: material = load("res://tbot_model_green_team.tres") elif value == 1: material = load("res://tbot_model_red_team.tres") print("setting tbot material") $Armature/Skeleton3D/Mesh.set_surface_override_material(0, material) func transition_to(state_id: States): match state_id: States.IDLE: _playerback.travel("Idle") States.RUN: _playerback.travel("RunBlend") _: _playerback.travel("Idle") func set_velocity(velocity: Vector3): animation_tree.set("parameters/RunBlend/blend_position", Vector2(velocity.x, velocity.z)) func set_camera_angle(angle: float): $Gun.rotation.x = -angle func get_gun_info(): return $Gun/MuzzleMarker.global_position func toggle_model_mesh(value: bool): $Armature/Skeleton3D/Mesh.visible = value