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function waitForChild(parent, childName) local child = parent:findFirstChild(childName) if child then return child end while true do child = parent.ChildAdded:wait() if child.Name==childName then return child end end end local Figure = script.Parent local Torso = waitForChild(Figure, "Torso") local RightShoulder = waitForChild(Torso, "Right Shoulder") local LeftShoulder = waitForChild(Torso, "Left Shoulder") local RightHip = waitForChild(Torso, "Right Hip") local LeftHip = waitForChild(Torso, "Left Hip") local Neck = waitForChild(Torso, "Neck") local Humanoid = waitForChild(Figure, "Humanoid") local pose = "Standing" local currentAnim = "" local currentAnimInstance = nil local currentAnimTrack = nil local currentAnimKeyframeHandler = nil local currentAnimSpeed = 1.0 local animTable = {} local animNames = { idle = { { id = "http://www.roblox.com/asset/?id=180435571", weight = 9 }, { id = "http://www.roblox.com/asset/?id=180435792", weight = 1 } }, walk = { { id = "http://www.roblox.com/asset/?id=1345606438" } }, run = { { id = "run.xml", weight = 10 } }, jump = { { id = "http://www.roblox.com/asset/?id=125750702", weight = 10 } }, fall = { { id = "http://www.roblox.com/asset/?id=180436148", weight = 10 } }, climb = { { id = "http://www.roblox.com/asset/?id=180436334", weight = 10 } }, sit = { { id = "http://www.roblox.com/asset/?id=178130996", weight = 10 } }, toolnone = { { id = "http://www.roblox.com/asset/?id=182393478", weight = 10 } }, toolslash = { { id = "http://www.roblox.com/asset/?id=129967390", weight = 10 } -- { id = "slash.xml", weight = 10 } }, toollunge = { { id = "http://www.roblox.com/asset/?id=129967478", weight = 10 } }, wave = { { id = "http://www.roblox.com/asset/?id=128777973", weight = 10 } }, point = { { id = "http://www.roblox.com/asset/?id=128853357", weight = 10 } }, dance1 = { { id = "http://www.roblox.com/asset/?id=182435998", weight = 10 }, { id = "http://www.roblox.com/asset/?id=182491037", weight = 10 }, { id = "http://www.roblox.com/asset/?id=182491065", weight = 10 } }, dance2 = { { id = "http://www.roblox.com/asset/?id=182436842", weight = 10 }, { id = "http://www.roblox.com/asset/?id=182491248", weight = 10 }, { id = "http://www.roblox.com/asset/?id=182491277", weight = 10 } }, dance3 = { { id = "http://www.roblox.com/asset/?id=182436935", weight = 10 }, { id = "http://www.roblox.com/asset/?id=182491368", weight = 10 }, { id = "http://www.roblox.com/asset/?id=182491423", weight = 10 } }, laugh = { { id = "http://www.roblox.com/asset/?id=129423131", weight = 10 } }, cheer = { { id = "http://www.roblox.com/asset/?id=129423030", weight = 10 } }, } local dances = {"dance1", "dance2", "dance3"} -- Existance in this list signifies that it is an emote, the value indicates if it is a looping emote local emoteNames = { wave = false, point = false, dance1 = true, dance2 = true, dance3 = true, laugh = false, cheer = false} function configureAnimationSet(name, fileList) if (animTable[name] ~= nil) then for _, connection in pairs(animTable[name].connections) do connection:disconnect() end end animTable[name] = {} animTable[name].count = 0 animTable[name].totalWeight = 0 animTable[name].connections = {} -- check for config values local config = script:FindFirstChild(name) if (config ~= nil) then -- print("Loading anims " .. name) table.insert(animTable[name].connections, config.ChildAdded:connect(function(child) configureAnimationSet(name, fileList) end)) table.insert(animTable[name].connections, config.ChildRemoved:connect(function(child) configureAnimationSet(name, fileList) end)) local idx = 1 for _, childPart in pairs(config:GetChildren()) do if (childPart:IsA("Animation")) then table.insert(animTable[name].connections, childPart.Changed:connect(function(property) configureAnimationSet(name, fileList) end)) animTable[name][idx] = {} animTable[name][idx].anim = childPart local weightObject = childPart:FindFirstChild("Weight") if (weightObject == nil) then animTable[name][idx].weight = 1 else animTable[name][idx].weight = weightObject.Value end animTable[name].count = animTable[name].count + 1 animTable[name].totalWeight = animTable[name].totalWeight + animTable[name][idx].weight -- print(name .. " [" .. idx .. "] " .. animTable[name][idx].anim.AnimationId .. " (" .. animTable[name][idx].weight .. ")") idx = idx + 1 end end end -- fallback to defaults if (animTable[name].count <= 0) then for idx, anim in pairs(fileList) do animTable[name][idx] = {} animTable[name][idx].anim = Instance.new("Animation") animTable[name][idx].anim.Name = name animTable[name][idx].anim.AnimationId = anim.id animTable[name][idx].weight = anim.weight animTable[name].count = animTable[name].count + 1 animTable[name].totalWeight = animTable[name].totalWeight + anim.weight -- print(name .. " [" .. idx .. "] " .. anim.id .. " (" .. anim.weight .. ")") end end end -- Setup animation objects function scriptChildModified(child) local fileList = animNames[child.Name] if (fileList ~= nil) then configureAnimationSet(child.Name, fileList) end end script.ChildAdded:connect(scriptChildModified) script.ChildRemoved:connect(scriptChildModified) for name, fileList in pairs(animNames) do configureAnimationSet(name, fileList) end -- ANIMATION -- declarations local toolAnim = "None" local toolAnimTime = 0 local jumpAnimTime = 0 local jumpAnimDuration = 0.3 local toolTransitionTime = 0.1 local fallTransitionTime = 0.3 local jumpMaxLimbVelocity = 0.75 -- functions function stopAllAnimations() local oldAnim = currentAnim -- return to idle if finishing an emote if (emoteNames[oldAnim] ~= nil and emoteNames[oldAnim] == false) then oldAnim = "idle" end currentAnim = "" currentAnimInstance = nil if (currentAnimKeyframeHandler ~= nil) then currentAnimKeyframeHandler:disconnect() end if (currentAnimTrack ~= nil) then currentAnimTrack:Stop() currentAnimTrack:Destroy() currentAnimTrack = nil end return oldAnim end function setAnimationSpeed(speed) if speed ~= currentAnimSpeed then currentAnimSpeed = speed currentAnimTrack:AdjustSpeed(currentAnimSpeed) end end function keyFrameReachedFunc(frameName) if (frameName == "End") then local repeatAnim = currentAnim -- return to idle if finishing an emote if (emoteNames[repeatAnim] ~= nil and emoteNames[repeatAnim] == false) then repeatAnim = "idle" end local animSpeed = currentAnimSpeed playAnimation(repeatAnim, 0.0, Humanoid) setAnimationSpeed(animSpeed) end end -- Preload animations function playAnimation(animName, transitionTime, humanoid) local roll = math.random(1, animTable[animName].totalWeight) local origRoll = roll local idx = 1 while (roll > animTable[animName][idx].weight) do roll = roll - animTable[animName][idx].weight idx = idx + 1 end -- print(animName .. " " .. idx .. " [" .. origRoll .. "]") local anim = animTable[animName][idx].anim -- switch animation if (anim ~= currentAnimInstance) then if (currentAnimTrack ~= nil) then currentAnimTrack:Stop(transitionTime) currentAnimTrack:Destroy() end currentAnimSpeed = 1.0 -- load it to the humanoid; get AnimationTrack currentAnimTrack = humanoid:LoadAnimation(anim) -- play the animation currentAnimTrack:Play(transitionTime) currentAnim = animName currentAnimInstance = anim -- set up keyframe name triggers if (currentAnimKeyframeHandler ~= nil) then currentAnimKeyframeHandler:disconnect() end currentAnimKeyframeHandler = currentAnimTrack.KeyframeReached:connect(keyFrameReachedFunc) end end ------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------- local toolAnimName = "" local toolAnimTrack = nil local toolAnimInstance = nil local currentToolAnimKeyframeHandler = nil function toolKeyFrameReachedFunc(frameName) if (frameName == "End") then -- print("Keyframe : ".. frameName) playToolAnimation(toolAnimName, 0.0, Humanoid) end end function playToolAnimation(animName, transitionTime, humanoid) local roll = math.random(1, animTable[animName].totalWeight) local origRoll = roll local idx = 1 while (roll > animTable[animName][idx].weight) do roll = roll - animTable[animName][idx].weight idx = idx + 1 end -- print(animName .. " * " .. idx .. " [" .. origRoll .. "]") local anim = animTable[animName][idx].anim if (toolAnimInstance ~= anim) then if (toolAnimTrack ~= nil) then toolAnimTrack:Stop() toolAnimTrack:Destroy() transitionTime = 0 end -- load it to the humanoid; get AnimationTrack toolAnimTrack = humanoid:LoadAnimation(anim) -- play the animation toolAnimTrack:Play(transitionTime) toolAnimName = animName toolAnimInstance = anim currentToolAnimKeyframeHandler = toolAnimTrack.KeyframeReached:connect(toolKeyFrameReachedFunc) end end function stopToolAnimations() local oldAnim = toolAnimName if (currentToolAnimKeyframeHandler ~= nil) then currentToolAnimKeyframeHandler:disconnect() end toolAnimName = "" toolAnimInstance = nil if (toolAnimTrack ~= nil) then toolAnimTrack:Stop() toolAnimTrack:Destroy() toolAnimTrack = nil end return oldAnim end ------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------- function onRunning(speed) if speed>0.01 then playAnimation("walk", 0.1, Humanoid) if currentAnimInstance and currentAnimInstance.AnimationId == "http://www.roblox.com/asset/?id=180426354" then setAnimationSpeed(speed / 14.5) end pose = "Running" else if emoteNames[currentAnim] == nil then playAnimation("idle", 0.1, Humanoid) pose = "Standing" end end end function onDied() pose = "Dead" end function onJumping() playAnimation("jump", 0.1, Humanoid) jumpAnimTime = jumpAnimDuration pose = "Jumping" end function onClimbing(speed) playAnimation("climb", 0.1, Humanoid) setAnimationSpeed(speed / 12.0) pose = "Climbing" end function onGettingUp() pose = "GettingUp" end function onFreeFall() if (jumpAnimTime <= 0) then playAnimation("fall", fallTransitionTime, Humanoid) end pose = "FreeFall" end function onFallingDown() pose = "FallingDown" end function onSeated() pose = "Seated" end function onPlatformStanding() pose = "PlatformStanding" end function onSwimming(speed) if speed>0 then pose = "Running" else pose = "Standing" end end function getTool() for _, kid in ipairs(Figure:GetChildren()) do if kid.className == "Tool" then return kid end end return nil end function getToolAnim(tool) for _, c in ipairs(tool:GetChildren()) do if c.Name == "toolanim" and c.className == "StringValue" then return c end end return nil end function animateTool() if (toolAnim == "None") then playToolAnimation("toolnone", toolTransitionTime, Humanoid) return end if (toolAnim == "Slash") then playToolAnimation("toolslash", 0, Humanoid) return end if (toolAnim == "Lunge") then playToolAnimation("toollunge", 0, Humanoid) return end end function moveSit() RightShoulder.MaxVelocity = 0.15 LeftShoulder.MaxVelocity = 0.15 RightShoulder:SetDesiredAngle(3.14 /2) LeftShoulder:SetDesiredAngle(-3.14 /2) RightHip:SetDesiredAngle(3.14 /2) LeftHip:SetDesiredAngle(-3.14 /2) end local lastTick = 0 function move(time) local amplitude = 1 local frequency = 1 local deltaTime = time - lastTick lastTick = time local climbFudge = 0 local setAngles = false if (jumpAnimTime > 0) then jumpAnimTime = jumpAnimTime - deltaTime end if (pose == "FreeFall" and jumpAnimTime <= 0) then playAnimation("fall", fallTransitionTime, Humanoid) elseif (pose == "Seated") then playAnimation("sit", 0.5, Humanoid) return elseif (pose == "Running") then playAnimation("walk", 0.1, Humanoid) elseif (pose == "Dead" or pose == "GettingUp" or pose == "FallingDown" or pose == "Seated" or pose == "PlatformStanding") then -- print("Wha " .. pose) stopAllAnimations() amplitude = 0.1 frequency = 1 setAngles = true end if (setAngles) then desiredAngle = amplitude * math.sin(time * frequency) RightShoulder:SetDesiredAngle(desiredAngle + climbFudge) LeftShoulder:SetDesiredAngle(desiredAngle - climbFudge) RightHip:SetDesiredAngle(-desiredAngle) LeftHip:SetDesiredAngle(-desiredAngle) end -- Tool Animation handling local tool = getTool() if tool and tool:FindFirstChild("Handle") then animStringValueObject = getToolAnim(tool) if animStringValueObject then toolAnim = animStringValueObject.Value -- message recieved, delete StringValue animStringValueObject.Parent = nil toolAnimTime = time + .3 end if time > toolAnimTime then toolAnimTime = 0 toolAnim = "None" end animateTool() else stopToolAnimations() toolAnim = "None" toolAnimInstance = nil toolAnimTime = 0 end end -- connect events Humanoid.Died:connect(onDied) Humanoid.Running:connect(onRunning) Humanoid.Jumping:connect(onJumping) Humanoid.Climbing:connect(onClimbing) Humanoid.GettingUp:connect(onGettingUp) Humanoid.FreeFalling:connect(onFreeFall) Humanoid.FallingDown:connect(onFallingDown) Humanoid.Seated:connect(onSeated) Humanoid.PlatformStanding:connect(onPlatformStanding) Humanoid.Swimming:connect(onSwimming) -- setup emote chat hook game.Players.LocalPlayer.Chatted:connect(function(msg) local emote = "" if msg == "/e dance" then emote = dances[math.random(1, #dances)] elseif (string.sub(msg, 1, 3) == "/e ") then emote = string.sub(msg, 4) elseif (string.sub(msg, 1, 7) == "/emote ") then emote = string.sub(msg, 8) end if (pose == "Standing" and emoteNames[emote] ~= nil) then playAnimation(emote, 0.1, Humanoid) end end) -- main program local runService = game:service("RunService"); -- initialize to idle playAnimation("idle", 0.1, Humanoid) pose = "Standing" while Figure.Parent~=nil do local _, time = wait(0.1) move(time) end
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