add base:player_animator component
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@ -1,3 +1,6 @@
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{
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"components": [
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"base:player_animator"
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],
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"hitbox": [0.6, 1.8, 0.6]
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}
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@ -28,7 +28,7 @@ end
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do -- setup visuals
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local matrix = mat4.idt()
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scale = item_models.setup(dropitem.id, rig)
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scale = item_models.setup(dropitem.id, rig, 0)
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local bodysize = math.min(scale[1], scale[2], scale[3]) * DROP_SCALE
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body:set_size({scale[1] * DROP_SCALE, bodysize, scale[3] * DROP_SCALE})
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mat4.mul(matrix, rotation, matrix)
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27
res/content/base/scripts/components/player_animator.lua
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27
res/content/base/scripts/components/player_animator.lua
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@ -0,0 +1,27 @@
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local item_models = require "core:item_models"
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local tsf = entity.transform
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local body = entity.rigidbody
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local rig = entity.skeleton
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local itemid = 0
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local itemIndex = rig:index("item")
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local function refresh_model(id)
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if id == 0 then
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rig:set_model(itemIndex, "")
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else
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itemid = id
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local scale = item_models.setup(itemid, rig, itemIndex)
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rig:set_matrix(itemIndex, mat4.scale(scale))
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end
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end
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function on_render()
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local invid, slotid = player.get_inventory()
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local id, _ = inventory.get(invid, slotid)
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if id ~= itemid then
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refresh_model(id)
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end
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end
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@ -9,6 +9,10 @@
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"name": "head",
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"model": "player-head",
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"offset": [0, 0.4, 0]
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},
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{
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"name": "item",
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"offset": [0.26, 0, -0.23]
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}
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]
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}
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@ -1,4 +1,5 @@
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local function setup(id, rig)
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local function setup(id, rig, index)
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rig:set_model(index, "drop-block")
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local icon = item.icon(id)
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local size = {1.0, 1.0, 1.0}
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if icon:find("^block%-previews%:") then
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@ -6,7 +7,7 @@ local function setup(id, rig)
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model = block.get_model(bid)
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if model == "X" then
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size = {1.0, 0.3, 1.0}
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rig:set_model(0, "drop-item")
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rig:set_model(index, "drop-item")
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rig:set_texture("$0", icon)
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else
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if model == "aabb" then
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@ -21,7 +22,7 @@ local function setup(id, rig)
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end
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else
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size = {1.0, 0.3, 1.0}
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rig:set_model(0, "drop-item")
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rig:set_model(index, "drop-item")
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rig:set_texture("$0", icon)
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end
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return size
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