feat: Implement Live Director System for interactive simulation control

- Added waypoint context updates to handle action queue statuses in `waypoint_context.gd`.
- Introduced new scene file `manwalk.scene` with terrain and stickman setup.
- Created architecture summary for the Live Director System detailing core state transitions, physics mechanics, UI elements, and action execution.
- Specified class contracts and interfaces for the Live Director implementation in `phase_12_live_director.md`.
- Defined state transitions, input handling, and queue editing mechanics for the Live Director feature.
This commit is contained in:
2026-09-24 15:25:10 -04:00
parent 0a7f97cec7
commit 730a9a966b
19 changed files with 1633 additions and 168 deletions
+17
View File
@@ -366,6 +366,22 @@ func cancel_walk(restore_idle_pose: bool = true) -> void:
func is_walking() -> bool:
return _walking
func ensure_grounded_walk_animation() -> void:
if _rig == null or _rig.state != StickmanRig.RigState.ANIMATED or not _walking:
return
if terrain_motion != TerrainMotion.GROUNDED or blocks_walking():
return
if _rig._anim_player == null or not is_instance_valid(_rig._anim_player) or not _rig._anim_player.has_animation("walk_right"):
return
if _terrain_paused_walk_animation:
if _rig._anim_player.is_playing():
_terrain_paused_walk_animation = false
else:
_resume_walk_animation()
elif not _rig._anim_player.is_playing():
_rig._anim_player.play("walk_right")
func get_foot_offset() -> Vector2:
return FOOT_OFFSET
@@ -479,6 +495,7 @@ func reset_for_ragdoll_handoff() -> void:
air_fall_distance = 0.0
terrain_motion = TerrainMotion.DISABLED
terrain_air_velocity = Vector2.ZERO
_reset_foot_contacts()
func is_action_blocked() -> bool:
return terrain_motion == TerrainMotion.LANDING_IMPACT