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Add Blitz 3D player model and some code optimization
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parent
ec8e765638
commit
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60
init.lua
60
init.lua
@ -2,7 +2,7 @@ dofile(minetest.get_modpath(minetest.get_current_modname()).."/location.lua")
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local update_time = 2 -- number of seconds between wielditem updates
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local update_time = 2 -- number of seconds between wielditem updates
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local location = {
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local location = {
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"Armature_Arm_Right", -- default bone
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"Arm_Right", -- default bone
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{x=0.2, y=5.5, z=3}, -- default position
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{x=0.2, y=5.5, z=3}, -- default position
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{x=-100, y=225, z=90}, -- default rotation
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{x=-100, y=225, z=90}, -- default rotation
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}
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}
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@ -10,20 +10,19 @@ local player_wielding = {}
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local timer = 0
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local timer = 0
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local function add_wield_entity(player)
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local function add_wield_entity(player)
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player:set_properties({
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local name = player:get_player_name()
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visual = "mesh",
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mesh = "wield3d_character.x",
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visual_size = {x=1, y=1},
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})
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local pos = player:getpos()
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local pos = player:getpos()
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if pos then
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local inv = player:get_inventory()
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if name and pos and inv then
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local object = minetest.add_entity(pos, "wield3d:wield_entity")
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local object = minetest.add_entity(pos, "wield3d:wield_entity")
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if object then
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if object then
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object:set_attach(player, location[1], location[2], location[3])
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object:set_attach(player, location[1], location[2], location[3])
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local luaentity = object:get_luaentity()
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local entity = object:get_luaentity()
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if luaentity then
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if entity then
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luaentity.player = player
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entity.player = player
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return 1
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player_wielding[name] = 1
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else
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object:remove()
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end
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end
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end
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end
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end
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end
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@ -43,10 +42,10 @@ minetest.register_entity("wield3d:wield_entity", {
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player = nil,
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player = nil,
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item = nil,
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item = nil,
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timer = 0,
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timer = 0,
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location = location,
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location = {location[1], location[2], location[3]},
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on_step = function(self, dtime)
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on_step = function(self, dtime)
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self.timer = self.timer + dtime
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self.timer = self.timer + dtime
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if self.timer > update_time then
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if self.timer < update_time then
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return
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return
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end
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end
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self.timer = 0
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self.timer = 0
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@ -70,7 +69,7 @@ minetest.register_entity("wield3d:wield_entity", {
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self.object:setpos(pos)
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self.object:setpos(pos)
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self.object:set_detach()
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self.object:set_detach()
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self.object:set_attach(player, loc[1], loc[2], loc[3])
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self.object:set_attach(player, loc[1], loc[2], loc[3])
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self.location = loc
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self.location = {loc[1], loc[2], loc[3]}
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end
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end
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self.object:set_properties({textures={item}})
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self.object:set_properties({textures={item}})
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return
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return
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@ -82,12 +81,14 @@ minetest.register_entity("wield3d:wield_entity", {
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minetest.register_globalstep(function(dtime)
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minetest.register_globalstep(function(dtime)
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timer = timer + dtime
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timer = timer + dtime
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if timer > update_time then
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if timer > 10 then
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for _,player in ipairs(minetest.get_connected_players()) do
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for name, state in pairs(player_wielding) do
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local name = player:get_player_name()
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if state == 0 then
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if name then
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local player = minetest.get_player_by_name(name)
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if not player_wielding[name] then
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if player then
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player_wielding[name] = add_wield_entity(player)
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add_wield_entity(player)
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else
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player_wielding[name] = nil
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end
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end
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end
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end
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end
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end
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@ -102,3 +103,22 @@ minetest.register_on_leaveplayer(function(player)
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end
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end
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end)
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end)
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minetest.register_on_joinplayer(function(player)
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default.player_set_model(player, "wield3d_character.b3d")
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player_wielding[player:get_player_name()] = 0
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minetest.after(1, add_wield_entity, player)
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end)
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default.player_register_model("wield3d_character.b3d", {
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animation_speed = 30,
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textures = {"character.png"},
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animations = {
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stand = {x=0, y=79},
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lay = {x=162, y=166},
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walk = {x=168, y=187},
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mine = {x=189, y=198},
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walk_mine = {x=200, y=219},
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sit = {x=81, y=160},
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},
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})
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BIN
models/wield3d_character.b3d
Normal file
BIN
models/wield3d_character.b3d
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