Movement modifier tweaks. Almost there.
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@ -47,6 +47,8 @@ func _ready():
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request_state_change = funcref(get_node(callable_state_machine), 'change_to_known_state')
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## Connect signal to get alerted of state change
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get_node(callable_state_machine).connect("state_changed", self,"_on_state_change")
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## Get notified when modifiers updated
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get_node(callable_state_machine).connect("modifiers_updated",self,"_on_modifiers_updated")
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## A reference to the current state machine state
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current_state = get_node(callable_state_machine).current_state
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## A reference to the state machine merged modifiers
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@ -139,6 +141,7 @@ func _on_state_change(old_state_name:String, new_state :State):
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func _on_modifiers_updated(_modifier_type :int, _modifier_action :int, _merged_modifier :StateModifier):
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## Get reference (subscribe) to the merged modifier for movement
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if _merged_modifier is StateModifierMovement:
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print("Registered Modifier Movement: ", _merged_modifier.horizontal_speed)
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modifier = _merged_modifier
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@ -58,7 +58,7 @@ func _ready():
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func merge_modifiers():
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#merged_animation_state_modifiers.reset()
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for modgroup in merged_modifiers.keys():
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merged_modifiers["StateModifierAnimatedActor"].reset()
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merged_modifiers[modgroup].reset()
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for m in state_modifiers:
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if m is StateModifierAnimatedActor:
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if merged_modifiers.has("StateModifierAnimatedActor") == false:
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