Found state machine subtype is probably not necessary.

This commit is contained in:
Dustin 2025-03-15 16:01:43 -07:00
parent 12b9571d3a
commit 5378033645
4 changed files with 48 additions and 113 deletions

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@ -194,9 +194,10 @@ func _on_state_change(old_state_name:String, new_state :State):
# set current state to new_state # set current state to new_state
#TODO: Confirm that this is a reference to the state in the #TODO: Confirm that this is a reference to the state in the
###### State machine ###### State machine
# if new_state is StateAnimatedActor: #Testing this. Update: It works if new_state is StateAnimatedActor: #Testing this. Update: It works
# current_state = new_state
# else:
# push_warning("Received non animated Actor state.")
current_state = new_state current_state = new_state
print("It's an animated Actor state!")
else:
push_warning("Received non animated Actor state.")
#current_state = new_state

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@ -42,11 +42,9 @@ var modifier: StateModifier
func enter() -> void: func enter() -> void:
if debug_state: # Call parent class enter
print(" entering State: ", self.name) .enter()
# Reset movespeed counters
#move_component.momentum.x = move_speed_modifier
jerk = 0 jerk = 0
return return

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@ -1,103 +1,32 @@
class_name StateMachineAnimatedActor extends StateMachine class_name StateMachineAnimatedActor extends StateMachine
#func change_state(new_state: State) -> void: ## I'm not sure I need a subtype anymore
# if new_state.state_ready == false: func _ready():
# # Don't transition to unready state print ("ready animactor state machine.")
# return for s in states:
# if current_state: print ("sname: ", s.name)
# current_state.exit() var this_state = s
# # Set parameters for information if this_state is StateAnimatedActor:
# if new_state is StateAnimatedActor and current_state is StateAnimatedActor: print("Adding state ", this_state.name)
# set_previous_animation( current_state, new_state) #check for empty state name
# if current_state.modifier: # Current state has a modifier if this_state.name != '':
# new_state.transfer_modifiers(current_state.modifier) #check for unique state name
# current_state.modifier = null if !(states_index.has(this_state.name)):
# if current_state.physics_modifier: # Current state has a physics modifier # call setup
# new_state.physics_modifier = current_state.physics_modifier this_state.setup()
# current_state.physics_modifier = null
#
# current_state = new_state
# current_state.enter()
## if(state_modifiers.size() > 0 and debug_state_machine):
## print("Active Modifiers:")
## for mods in state_modifiers:
## print(mods.name)
# Initialize the state machine by giving each child state a reference to the
# parent object it belongs to and enter the default starting_state.
func init_animated_actor(parent: KinematicBody2D) -> void:
# for child in get_children():
# if child is StateAnimatedActor:
# if debug_state_machine:
# print("Initializing State Node for ", parent.name, ": ", child.name)
# child.parent = parent
# child.animations = animations
# child.move_component = move_component
## child.modifier_stack_ref = state_modifiers
# if debug_state_machine:
# child.debug_state = true
#states["default"] = StateAnimatedActor.new()
for s in states.keys():
var child = states[s]
if child is StateAnimatedActor:
if debug_state_machine: if debug_state_machine:
print("Initializing State Node for ", parent.name, ": ", s) print("Initializing State Node: ", s)
child.debug_state = true this_state.debug_state = true
child.parent = parent if this_state.state_timeout != null:
#child.move_component = move_component add_child(this_state.state_timeout)
child.name = s # Add to state index
states_index[this_state.name] = this_state
if states.has("default"): else:
print("I still haz default state") push_error("Multiple states with same name in: ")
change_state(states.default) else:
# current_state = states.default print("State missing name in: " )
# if current_state is StateAnimatedActor:
# current_state.animations = animations
# current_state.parent = parent
# current_state.move_component = move_component
# current_state.enter()
# #current_state.set_script("res://lib/templates/Actor/states/idle.gd")
# Initialize to the default state
#change_state(get_node(starting_state))
#change_state(states.default)
func process_frame(delta: float) -> void:
# Check the state modifiers for timeouts, and maybe more conditions later
# If the modifier is no longer valid, pop it from the stack.
# We could iterate through a whole list of states but I'm not sure i want
# states to be that complex.
# var current_anim_state :StateAnimatedActor = current_state
# if state_modifiers.empty() == false:
# for i in range(state_modifiers.size()):
# # if this modifer is a timer based one
# if state_modifiers[i].state_timeout.time_left == 0 and state_modifiers[i].timeout_seconds !=0:
# # Need to do extra stuff if it's an animation based one
# if state_modifiers[i].modifier_type == "Animation Suffix":
# if debug_state_machine:
# print("State Modifier Timeout: ", state_modifiers[i].name, " -> ", state_modifiers[i].animation_name)
# # Reset animation suffix
# current_anim_state.animation_suffix = ''
# # Get the current frame of animation
# var current_frame = current_anim_state.animations.frame
#
# # Set the animation index to the current one
# current_anim_state.animation_index = current_anim_state.current_animation_sequence
# #current_anim_state.current_animation_sequence
# #current_anim_state.animations.play()
#
# current_anim_state.animations.play(
# current_anim_state.mod_animation_sequence[current_anim_state.animation_index])
# # Try to set the current frame to the same as before.
# current_anim_state.animations.frames.frames.size() >= current_frame
# current_anim_state.animations.frame = current_frame
#
# if debug_state_machine:
# print("Pop State Modifier: ", state_modifiers[i].name)
# state_modifiers.pop_at(i)
if current_state is StateAnimatedActor:
current_state.process_animations()
change_to_known_state( current_state.process_frame(delta) )
if states_index.has(starting_state_name):
change_state(states_index[starting_state_name])
else:
push_error("State machine cannot find starting state: " + starting_state_name)

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@ -3,16 +3,23 @@
[ext_resource path="res://lib/classes/animated_sprite_state_receiver.gd" type="Script" id=1] [ext_resource path="res://lib/classes/animated_sprite_state_receiver.gd" type="Script" id=1]
[ext_resource path="res://lib/classes/state_machine.gd" type="Script" id=2] [ext_resource path="res://lib/classes/state_machine.gd" type="Script" id=2]
[ext_resource path="res://assets/actors/players/playerE/new_spriteframes.tres" type="SpriteFrames" id=3] [ext_resource path="res://assets/actors/players/playerE/new_spriteframes.tres" type="SpriteFrames" id=3]
[ext_resource path="res://lib/classes/state.gd" type="Script" id=4] [ext_resource path="res://lib/classes/state_animated_actor.gd" type="Script" id=4]
[ext_resource path="res://src/classes/movement_component.gd" type="Script" id=5] [ext_resource path="res://src/classes/movement_component.gd" type="Script" id=5]
[ext_resource path="res://lib/classes/actor.gd" type="Script" id=8] [ext_resource path="res://lib/classes/actor.gd" type="Script" id=8]
[sub_resource type="Resource" id=1] [sub_resource type="Resource" id=1]
resource_local_to_scene = true
script = ExtResource( 4 ) script = ExtResource( 4 )
debug_state = true debug_state = false
timeout_seconds = 2.0 timeout_seconds = 2.0
name = "idle" name = "idle"
move_speed = 60.0
move_acceleration = 0.0
move_speed_modifier = 0.0
move_modifier_move_acceleration = 0.0
jerk_factor = 0.0
animation_sequence = [ "idle", "Max Height" ]
emitter_frame_subscriptions = {
}
[node name="ActorTemplate" type="KinematicBody2D"] [node name="ActorTemplate" type="KinematicBody2D"]
collision_layer = 2 collision_layer = 2