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Featured Replies

Posted

Hi!

I have troubles understanding how Geckolib animation works. I've already created a model and an animation, and put them in game. Now my entity is contstantly playing this animation, and I don't know how to make that this animation would only play when entity is wolking/looking around/eating.

 

My entity class:

public class ExampleEntity extends CreatureEntity implements IAnimatable {

	private AnimationFactory factory = new AnimationFactory(this);
	public ExampleEntity(EntityType<? extends CreatureEntity> type, World worldIn)
    {
        super(type, worldIn);
        this.ignoreFrustumCheck = true;
		// TODO Auto-generated constructor stub
	}
	
	 public static AttributeModifierMap.MutableAttribute setAttributes() {
	      return MobEntity.func_233666_p_().createMutableAttribute(Attributes.MAX_HEALTH, 20.0f)
	    		  .createMutableAttribute(Attributes.ATTACK_DAMAGE, 5.0f)
	    		  .createMutableAttribute(Attributes.ATTACK_SPEED, 3.0f)
	    		  .createMutableAttribute(Attributes.MOVEMENT_SPEED, 1.5f);
	    		  }
	
	 @Override
	protected void registerGoals() {
		
		super.registerGoals();
		this.goalSelector.addGoal(0, new SwimGoal(this));
		this.goalSelector.addGoal(1, new LookRandomlyGoal(this));
		this.goalSelector.addGoal(2, new LookAtGoal(this, PlayerEntity.class, 8.0f)); 
		this.goalSelector.addGoal(1, new PanicGoal(this, 0.7d)); 
		this.goalSelector.addGoal(1, new WaterAvoidingRandomWalkingGoal(this, 0.5d, 100f));
		this.goalSelector.addGoal(2, new NearestAttackableTargetGoal<>(this, PlayerEntity.class, true));
		
     
	}
	 
	 @Override
	protected int getExperiencePoints(PlayerEntity player) {
		// TODO Auto-generated method stub
		return 10;
	}
	 
	 @Override
	protected SoundEvent getDeathSound() {
		// TODO Auto-generated method stub
		return SoundEvents.ENTITY_HOGLIN_DEATH;
	}
	 
	  private <E extends IAnimatable> PlayState predicate(AnimationEvent<E> event)
	    {
	        event.getController().setAnimation(new AnimationBuilder().addAnimation("animation.akirathedemon.walk", true));
	        
	        return PlayState.CONTINUE;
	    }

	@Override
	public void registerControllers(AnimationData data) {
		 data.addAnimationController(new AnimationController(this, "controller", 0, this::predicate));
		
	}

	@Override
	public AnimationFactory getFactory() {
		 return this.factory;
	}
}

 

Edited by urabaros

33 minutes ago, urabaros said:

private <E extends IAnimatable> PlayState predicate(AnimationEvent<E> event) { event.getController().setAnimation(new AnimationBuilder().addAnimation("animation.akirathedemon.walk", true)); return PlayState.CONTINUE; }

You need some condition checking here, e.g. if walking add walk animation, and only add eating animation when eating... etc

  • Author

Yea, I understand that, so I'm asking how exactly should I check.

 

Because animations doesn't really work when I do this:

if (event.isMoving()) {
		  event.getController().setAnimation(new AnimationBuilder().addAnimation("animation.examplemode.walk", true));
		  return PlayState.CONTINUE;
}
		  	
return PlayState.STOP;

 

You should check if the entity is moving, not the animation event or whatever it is... (you can check if the previous position is different as the current position)

And GoalSelector.getRunningGoals gives you all goals that are currently executing.

  • Author

Thanks! It's perfectly working: 

if (this.prevPosX == this.getPosX() && this.prevPosY == this.getPosY() && this.prevPosZ == this.getPosZ()) {
			  return PlayState.STOP;
		  }
		  else {
			  event.getController().setAnimation(new AnimationBuilder().addAnimation("animation.examplemod.walk", true));
		  		return PlayState.CONTINUE;
		  }

 

And do you know, how can I check if the specific goal is running? Should I just (GoalSelector.getRunningGoals == new SwimGoal) or something like that?

  • Author

Hm...

 public boolean isPanic() {
			//LOGGER.info("The AttackingEntity will be: " + this.getAttackingEntity());
			return this.goalSelector.getRunningGoals().anyMatch(goal -> goal.getGoal().getClass() == PanicGoal.class);
		}
	 
	  private <E extends IAnimatable> PlayState predicate(AnimationEvent<E> event)
	    {
		  if(isPanic()) {
			  event.getController().setAnimation(new AnimationBuilder().addAnimation("animation.akirathedemon.panic", true));
		  		return PlayState.CONTINUE;
		  }
		   
		  if (this.prevPosX == this.getPosX() && this.prevPosY == this.getPosY() && this.prevPosZ == this.getPosZ()) {
			  event.getController().setAnimation(new AnimationBuilder().addAnimation("animation.akirathedemon.nod", true));
		  		return PlayState.CONTINUE;
		  }
		  else {
			  event.getController().setAnimation(new AnimationBuilder().addAnimation("animation.akirathedemon.walk", true));
		  	return PlayState.CONTINUE;
		  }
		  	

It looks completely right for me. Is there something that can prevent it from working?

Edited by urabaros

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