State Machine cleanup
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d8a5107739
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@ -54,7 +54,7 @@ func _on_state_change(old_state_name:String, new_state :State):
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else:
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else:
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if default_shape_when_no_state_function:
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if default_shape_when_no_state_function:
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if debug_component:
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if debug_component:
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print ("Returning to default collision shape")
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print (get_path(), " Returning to default collision shape")
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if shape is RectangleShape2D:
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if shape is RectangleShape2D:
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shape.extents = default_shape.extents
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shape.extents = default_shape.extents
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transform = default_transform
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transform = default_transform
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@ -29,7 +29,6 @@ export var name: String
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func setup():
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func setup():
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# Only add timout node if timer value was specified.
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# Only add timout node if timer value was specified.
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if(timeout_seconds > 0.0):
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if(timeout_seconds > 0.0):
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print("init timer...")
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state_timeout = Timer.new()
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state_timeout = Timer.new()
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state_timeout.wait_time = timeout_seconds
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state_timeout.wait_time = timeout_seconds
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state_timeout.one_shot = true
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state_timeout.one_shot = true
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@ -48,6 +47,7 @@ func enter() -> void:
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if debug_state:
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if debug_state:
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print("Got call to enter state ", name)
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print("Got call to enter state ", name)
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if state_timeout != null:
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if state_timeout != null:
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if debug_state:
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print(name, "-Starting Timer")
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print(name, "-Starting Timer")
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state_timeout.start()
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state_timeout.start()
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emit_signal("state_entered")
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emit_signal("state_entered")
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@ -25,11 +25,12 @@ var states_index :Dictionary
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# print ("init state machine.")
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# print ("init state machine.")
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func _ready():
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func _ready():
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print ("ready state machine.")
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if debug_state_machine:
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print (get_path(), " - ready state machine.")
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for s in states:
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for s in states:
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print ("sname: ", s.name)
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var this_state = s
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var this_state = s
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if this_state is State:
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if this_state is State:
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if debug_state_machine:
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print("Adding state ", this_state.name)
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print("Adding state ", this_state.name)
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#check for empty state name
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#check for empty state name
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if this_state.name != '':
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if this_state.name != '':
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@ -48,7 +49,7 @@ func _ready():
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else:
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else:
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push_error("Multiple states with same name in: ")
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push_error("Multiple states with same name in: ")
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else:
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else:
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print("State missing name in: " )
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push_error("State missing name in: " + str(get_path()) )
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if states_index.has(starting_state_name):
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if states_index.has(starting_state_name):
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change_state(states_index[starting_state_name])
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change_state(states_index[starting_state_name])
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@ -80,17 +81,6 @@ func change_state(new_state: State) -> void:
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current_state = new_state
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current_state = new_state
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current_state.enter()
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current_state.enter()
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#puppet puppet_change_state(new_state: State) -> void:
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# pass
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# Seems like I don't have to do this every state change!
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# if(state_modifiers.size() > 0):
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# print("Active Modifiers:")
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# for mods in state_modifiers:
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# if mods is StateModifierAnimatedActor:
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# print(mods.name, " <- asm")
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emit_signal("state_changed",current_state_name,current_state)
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emit_signal("state_changed",current_state_name,current_state)
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puppet func puppet_change_to_known_state(new_state_name: String) -> void:
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puppet func puppet_change_to_known_state(new_state_name: String) -> void:
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@ -121,7 +111,6 @@ func change_to_known_state(new_state_name: String) -> void:
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# return false
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# return false
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func get_state_reference(state_name: String) -> State:
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func get_state_reference(state_name: String) -> State:
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print ("what you want? ", state_name)
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if states_index.has(state_name):
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if states_index.has(state_name):
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return states_index[state_name]
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return states_index[state_name]
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return null
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return null
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@ -130,10 +119,12 @@ func push_state_modifier(_state_modifier: StateModifier) -> void:
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if state_modifiers.has(_state_modifier) == false:
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if state_modifiers.has(_state_modifier) == false:
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state_modifiers.push_front(_state_modifier)
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state_modifiers.push_front(_state_modifier)
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_state_modifier.connect("modifier_event",self,"handle_modifier_events")
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_state_modifier.connect("modifier_event",self,"handle_modifier_events")
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if debug_state_machine:
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print("Add State Modifier: ", _state_modifier.name, " now size ", state_modifiers.size())
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print("Add State Modifier: ", _state_modifier.name, " now size ", state_modifiers.size())
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func handle_modifier_events(eventID :int):
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func handle_modifier_events(eventID :int):
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if eventID == StateModifier.EVENT_ID.ACTIVATED:
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if eventID == StateModifier.EVENT_ID.ACTIVATED:
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if debug_state_machine:
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print ("A mod activated! Which one though?")
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print ("A mod activated! Which one though?")
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merge_modifiers()
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merge_modifiers()
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emit_signal("modifiers_updated",merged_animation_state_modifiers.modifier_type, eventID)
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emit_signal("modifiers_updated",merged_animation_state_modifiers.modifier_type, eventID)
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@ -141,19 +132,3 @@ func handle_modifier_events(eventID :int):
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merge_modifiers()
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merge_modifiers()
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emit_signal("modifiers_updated",merged_animation_state_modifiers.modifier_type, eventID)
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emit_signal("modifiers_updated",merged_animation_state_modifiers.modifier_type, eventID)
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# Disable to test whether actually needed.
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## Pass through functions for the Player to call,
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## handling state changes as needed.
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#func process_physics(delta: float) -> void:
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# change_to_known_state( current_state.process_physics(delta) )
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#
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#func process_input(event: InputEvent) -> void:
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# var new_state = current_state.process_input(event)
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# if new_state:
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# change_state(new_state)
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#
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#func process_frame(delta: float) -> void:
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# var new_state = current_state.process_frame(delta)
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# if new_state:
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# change_state(new_state)
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@ -9,7 +9,7 @@ signal health_depleted()
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func take_damage(damage_amount :int):
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func take_damage(damage_amount :int):
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if damage_amount < 0:
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if damage_amount < 0:
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print("ERROR: Only positive numbers in health component functions.")
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push_error("Only positive numbers in health component functions.")
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health -= damage_amount
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health -= damage_amount
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if health <= 0:
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if health <= 0:
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@ -18,7 +18,7 @@ func take_damage(damage_amount :int):
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func heal(heal_amount :int):
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func heal(heal_amount :int):
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if heal_amount < 0:
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if heal_amount < 0:
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print("ERROR: Only positive numbers in health component functions.")
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push_error("ERROR: Only positive numbers in health component functions.")
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return
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return
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health += heal_amount
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health += heal_amount
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