From 41eac6ea9b3b5706933fb3d50de5cd71c183d33f Mon Sep 17 00:00:00 2001 From: Dustin Date: Tue, 25 Mar 2025 10:30:56 -0700 Subject: [PATCH] Cleanup anim state receiver script --- lib/classes/animated_sprite_state_receiver.gd | 13 ------------- 1 file changed, 13 deletions(-) diff --git a/lib/classes/animated_sprite_state_receiver.gd b/lib/classes/animated_sprite_state_receiver.gd index a9c3fb6..470b2fd 100644 --- a/lib/classes/animated_sprite_state_receiver.gd +++ b/lib/classes/animated_sprite_state_receiver.gd @@ -49,8 +49,6 @@ func _process(delta): # Not sure what should be called first here. if has_method('_state_process_' + current_state.name): call('_state_process_' + current_state.name) - #TODO: Not sure I want to do modifiers this way anymore - #process_state_modifier() func _on_animation_finished(): if frames.get_animation_loop(animation) == false: @@ -218,16 +216,6 @@ func change_animation(enter_frame := 0, index := 0, suffix := ''): # else: # frame_signal_emitted = false -#func set_previous_animation( old_state: StateAnimatedActor, new_state: StateAnimatedActor ) -> void: -# # added this to help prevent nul index crashes. (Usually because of signal based state changes.) -# if old_state.mod_animation_sequence: -# new_state.previous_animation_name = old_state.mod_animation_sequence[old_state.current_animation_sequence] -# new_state.previous_state_frame_number = old_state.animations.frame -# new_state.previous_state_name = old_state.name -# new_state.previous_speed_multiplier = old_state.speed_multiplier -# #animation_name :String, frame_number : int, animation_sequence :Array -# return - # Handle state change from subscribed state machine. #From signal state_changed(old_state_name, new_state) func _on_state_change(old_state_name:String, new_state :State): @@ -245,7 +233,6 @@ func _on_state_change(old_state_name:String, new_state :State): #print("It's an animated Actor state!") else: push_warning("Received non animated Actor state.") - #current_state = new_state func _on_modifiers_updated(_modifier_type :int, _modifier_action :int): ##TODO: There's so many things I could maybe do here but lets target the