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Geckolib animation


urabaros

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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
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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

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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;

 

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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?

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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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