Falling.
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@ -9,7 +9,7 @@ export var callable_state_machine :NodePath
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onready var current_state = StateAnimatedActor.new()
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var animation_finished: bool = false
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#var animation_finished: bool = false
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var request_state_change: FuncRef
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# this just wouldn't work well. Maybe I can try a resource
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@ -42,13 +42,16 @@ func _ready():
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# Sprites should only have a process function
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# but if I have this will the sprite still animate?
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func _process(delta):
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if current_state.state_timeout != null:
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if current_state.state_timeout.time_left == 0:
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print("You're out of time! I saw it!")
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request_state_change.call_func('idle')
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#play()
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else:
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print("what, no current_state?")
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# Shouldn't need this anymore!
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# if current_state.state_timeout != null:
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# if current_state.state_timeout.time_left == 0:
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# print("You're out of time! I saw it!")
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# request_state_change.call_func('idle')
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# #play()
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# else:
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# print("what, no current_state?")
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# Not sure what should be called first here.
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if has_method('_state_process_' + current_state.name):
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call('_state_process_' + current_state.name)
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process_animations()
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@ -28,6 +28,8 @@ var jerk: float
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var physics_modifier :StateModifier
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var animation_finished: bool = false
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# Not sure if this should be here. probably not
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export(Array, String) var animation_sequence
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@ -42,9 +44,10 @@ var modifier: StateModifier
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func enter() -> void:
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# Call parent class enter
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.enter()
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animation_finished = false
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jerk = 0
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return
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@ -5,8 +5,8 @@ func _ready():
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var state_ref :State = get_node(callable_state_machine).get_state_reference('idle')
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state_ref.connect("state_entered", self, "_on_state_entered_idle")
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state_ref = get_node(callable_state_machine).get_state_reference('fall')
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state_ref.connect("state_entered", self, "_on_state_entered_fall")
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# state_ref = get_node(callable_state_machine).get_state_reference('fall')
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# state_ref.connect("state_entered", self, "_on_state_entered_fall")
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# It works but node order really mattered.
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# State machine needed to be processed first probably for ready function.
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# good to know!
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