Movement modifier tweaks. Almost there.

This commit is contained in:
Dustin 2025-04-30 23:48:49 -07:00
parent 2c7a8e64f2
commit 97d7b969da
2 changed files with 4 additions and 1 deletions

View File

@ -47,6 +47,8 @@ func _ready():
request_state_change = funcref(get_node(callable_state_machine), 'change_to_known_state')
## Connect signal to get alerted of state change
get_node(callable_state_machine).connect("state_changed", self,"_on_state_change")
## Get notified when modifiers updated
get_node(callable_state_machine).connect("modifiers_updated",self,"_on_modifiers_updated")
## A reference to the current state machine state
current_state = get_node(callable_state_machine).current_state
## A reference to the state machine merged modifiers
@ -139,6 +141,7 @@ func _on_state_change(old_state_name:String, new_state :State):
func _on_modifiers_updated(_modifier_type :int, _modifier_action :int, _merged_modifier :StateModifier):
## Get reference (subscribe) to the merged modifier for movement
if _merged_modifier is StateModifierMovement:
print("Registered Modifier Movement: ", _merged_modifier.horizontal_speed)
modifier = _merged_modifier

View File

@ -58,7 +58,7 @@ func _ready():
func merge_modifiers():
#merged_animation_state_modifiers.reset()
for modgroup in merged_modifiers.keys():
merged_modifiers["StateModifierAnimatedActor"].reset()
merged_modifiers[modgroup].reset()
for m in state_modifiers:
if m is StateModifierAnimatedActor:
if merged_modifiers.has("StateModifierAnimatedActor") == false: