Lots of work on state modifiers in prep for movement.
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6d51eaffb0
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d5818f1c17
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@ -39,7 +39,8 @@ func _ready():
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# processed
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current_state = get_node(callable_state_machine).current_state
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#state_machine_modifiers = get_node(callable_state_machine).state_modifiers
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modifier = get_node(callable_state_machine).merged_animation_state_modifiers
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## Not doing it this way anymore modifier is applied when one arrives by signal.
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#modifier = get_node(callable_state_machine).merged_animation_state_modifiers
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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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@ -89,6 +90,7 @@ func change_animation(enter_frame := 0, index := 0, suffix := ''):
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animation_index = index
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current_animation_sequence = animation_index
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## TODO: this runs everytime since the modifier will apply once and stay referenced.
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if modifier:
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##TODO: Apply the animation starting frame
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#modifier.animation_starting_frame
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@ -240,9 +242,14 @@ func _on_state_change(old_state_name:String, new_state :State):
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else:
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push_warning("Received non animated Actor state.")
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func _on_modifiers_updated(_modifier_type :int, _modifier_action :int):
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func _on_modifiers_updated(_modifier_type :int, _modifier_action :int, _merged_modifier :StateModifier):
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##TODO: There's so many things I could maybe do here but lets target the
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## current use case.
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# current use case.
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##
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## If the signalled merged modifier is a Animation one set it
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if _merged_modifier is StateModifierAnimatedActor:
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modifier = _merged_modifier
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print("<<--- >> is active? ", modifier.is_active)
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if _modifier_type == StateModifierAnimatedActor.TYPE.ANIMATION_SUFFIX:
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print("A: ", animation, " F: ", frame, " -Modifier Changed Signal")
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# Wait for frame to finish before doing anything.
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@ -32,7 +32,7 @@ var acceleration = Vector2(0,0)
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var physics_delta:float
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var process_delta:float
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var modifier: StateModifierAnimatedActor
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var modifier: StateModifierMovement
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#Removing Probably not used
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#var attack_function: FuncRef
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@ -50,7 +50,7 @@ func _ready():
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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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modifier = get_node(callable_state_machine).merged_animation_state_modifiers
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#modifier = get_node(callable_state_machine).merged_animation_state_modifiers
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############
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## These get called by the parent
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@ -3,12 +3,13 @@ class_name StateMachine extends Node
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export var debug_state_machine: bool = false
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signal state_changed(old_state_name, new_state)
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signal modifiers_updated(modifier_type, modifier_eventid)
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signal modifiers_updated(modifier_type, modifier_eventid, _merged_modifier)
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var current_state: State
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var state_modifiers: Array
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onready var merged_animation_state_modifiers :StateModifierAnimatedActor = StateModifierAnimatedActor.new()
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var merged_modifiers : Dictionary
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#onready var merged_animation_state_modifiers :StateModifierAnimatedActor = StateModifierAnimatedActor.new()
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export var starting_state_name = 'default'
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export(Array,Resource) var states
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@ -48,19 +49,25 @@ func _ready():
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push_error("State machine cannot find starting state: " + starting_state_name)
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func _physics_process(delta):
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if(state_modifiers.size() > 0):
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merged_animation_state_modifiers.reset()
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merged_animation_state_modifiers.animation_name = 'floopy doo,'
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merge_modifiers()
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#func _physics_process(delta):
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# if(state_modifiers.size() > 0):
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# merged_animation_state_modifiers.reset()
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# merged_animation_state_modifiers.animation_name = 'floopy doo,'
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# #merge_modifiers()
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func merge_modifiers():
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merged_animation_state_modifiers.reset()
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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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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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merged_modifiers["StateModifierAnimatedActor"] = StateModifierAnimatedActor.new()
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#print(m.name)
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var this_mod_type :StateModifierAnimatedActor = merged_modifiers["StateModifierAnimatedActor"]
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if m.is_active:
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merged_animation_state_modifiers.merge_StateModifierAnimatedActor(m)
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#merged_animation_state_modifiers.merge(m)
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this_mod_type.merge(m)
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# Change to the new state by first calling any exit logic on the current state.
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func change_state(new_state: State) -> void:
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@ -113,13 +120,16 @@ func push_state_modifier(_state_modifier: StateModifier) -> void:
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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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func handle_modifier_events(eventID :int):
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func handle_modifier_events(eventID :int, modifier_class_name :String):
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##TODO: why did I care about the events? they both do the same thing
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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?", modifier_class_name)
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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_modifiers[modifier_class_name].modifier_type,
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eventID,
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merged_modifiers[modifier_class_name] )
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elif eventID == StateModifier.EVENT_ID.DEACTIVATED:
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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_modifiers[modifier_class_name].modifier_type, eventID, merged_modifiers[modifier_class_name])
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@ -86,6 +86,10 @@ var state_call_function: FuncRef
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# mp.directional_modifier = modifier_properties.directional_modifier
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# return mp
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## Because I've tried a few ways to identify the object without a CR error
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func _to_string():
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return "StateModifier"
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func setup(modifier_name:String, type = TYPE.NONE,_timeout_seconds : float = 0):
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name = modifier_name
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modifier_type = type
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@ -102,8 +106,11 @@ func reset():
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modifier_type = TYPE.NONE
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func copy(_copy_state: StateModifier):
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_copy_state.name = name
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_copy_state.modifier_type = modifier_type
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## This should really be the other way.
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# _copy_state.name = name
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# _copy_state.modifier_type = modifier_type
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name = _copy_state.name
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modifier_type = _copy_state.modifier_type
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func merge(_merge_from_modifier: StateModifier):
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@ -113,12 +120,12 @@ func activate():
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is_active = true
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if timeout != null:
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timeout.start()
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emit_signal("modifier_event",EVENT_ID.ACTIVATED)
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emit_signal("modifier_event",EVENT_ID.ACTIVATED, to_string())
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func deactivate():
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is_active = false
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print(name," <- Got call to deactivate.")
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emit_signal("modifier_event",EVENT_ID.DEACTIVATED)
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emit_signal("modifier_event",EVENT_ID.DEACTIVATED, to_string())
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#func ready(modifier_name:String, anim_name:String = '', type = TYPE.NONE, timeout : float = 0, parent:Node = null, function_name : String = "") -> Timer:
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# name = modifier_name
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@ -8,15 +8,8 @@ var animation_suffix: String = ''
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var animation_starting_frame: int = 0
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var animation_speed: float
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var horizontal_speed: float = 0
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var horizontal_acceleration: float = 0
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## Movement Speed Offsets (Positive or Negative)
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var horizontal_speed_offset: float = 0
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## Applies only if offset applies
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var horizontal_speed_offset_acceleration: float = 0
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var jerk_factor: float = 0
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var gravity: int = 0
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func _to_string():
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return "StateModifierAnimatedActor"
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func reset():
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.reset()
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@ -24,26 +17,30 @@ func reset():
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animation_suffix = ''
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animation_starting_frame = 0
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horizontal_speed = 0
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horizontal_acceleration = 0
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## Movement Speed Offsets (Positive or Negative)
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horizontal_speed_offset = 0
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## Applies only if offset applies
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horizontal_speed_offset_acceleration = 0
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jerk_factor = 0
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func copy_StateModifierAnimatedActor(_copy_state: StateModifierAnimatedActor):
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func copy(_copy_state: StateModifier):
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.copy(_copy_state)
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## Using is gives me cyclic redundancy problems
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#if _copy_state is StateModifierAnimatedActor:
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#if _copy_state.is_class("StateModifierAnimatedActor"):
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if _copy_state.to_string() == "StateModifierAnimatedActor":
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_copy_state.animation_name = animation_name
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_copy_state.animation_starting_frame = animation_starting_frame
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_copy_state.animation_speed = animation_speed
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else:
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print_debug("Non AnimatedActor modifier passed into this modifier")
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##TODO: finish these
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_copy_state.horizontal_speed = horizontal_speed
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_copy_state.horizontal_acceleration = horizontal_acceleration
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##DEPR: Need to remove this
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#func copy_StateModifierAnimatedActor(_copy_state: StateModifierAnimatedActor):
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# .copy(_copy_state)
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# _copy_state.animation_name = animation_name
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# _copy_state.animation_starting_frame = animation_starting_frame
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# _copy_state.animation_speed = animation_speed
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func merge_StateModifierAnimatedActor(_merge_from_modifier: StateModifierAnimatedActor):
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func merge(_merge_from_modifier: StateModifier):
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.merge(_merge_from_modifier)
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#print(_merge_from_modifier.to_string(), " I'm a mod named: ", _merge_from_modifier.get_class())
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#if _merge_from_modifier is StateModifierAnimatedActor:
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if _merge_from_modifier.to_string() == "StateModifierAnimatedActor":
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if modifier_type == TYPE.NONE and _merge_from_modifier.modifier_type != TYPE.NONE:
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modifier_type = _merge_from_modifier.modifier_type
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@ -56,13 +53,28 @@ func merge_StateModifierAnimatedActor(_merge_from_modifier: StateModifierAnimate
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TYPE.REPLACE_ANIMATION:
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if _merge_from_modifier.animation_name != '':
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animation_name = _merge_from_modifier.animation_name
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_: # None
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#print ('physics?')
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horizontal_speed += _merge_from_modifier.horizontal_speed
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horizontal_acceleration += _merge_from_modifier.horizontal_acceleration
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horizontal_speed_offset += _merge_from_modifier.horizontal_speed_offset
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horizontal_speed_offset_acceleration += _merge_from_modifier.horizontal_speed_offset_acceleration
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# _: # None
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# print ('physics?')
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##DEPR: Need to remove this
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#func merge_StateModifierAnimatedActor(_merge_from_modifier: StateModifierAnimatedActor):
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# .merge(_merge_from_modifier)
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# if modifier_type == TYPE.NONE and _merge_from_modifier.modifier_type != TYPE.NONE:
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# modifier_type = _merge_from_modifier.modifier_type
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#
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# #_copy_state.animation_name += animation_name
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# match _merge_from_modifier.modifier_type:
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# TYPE.ANIMATION_SUFFIX:
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# # Attempt to seemlessly transition animations.
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# if _merge_from_modifier.animation_suffix != '':
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# animation_suffix = _merge_from_modifier.animation_suffix
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# TYPE.REPLACE_ANIMATION:
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# if _merge_from_modifier.animation_name != '':
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# animation_name = _merge_from_modifier.animation_name
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# _: # None
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# print ('physics?')
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#
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#
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#_copy_state.animation_starting_frame = animation_starting_frame
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#_copy_state.animation_speed = animation_speed
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41
lib/classes/state_modifier_movement.gd
Normal file
41
lib/classes/state_modifier_movement.gd
Normal file
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@ -0,0 +1,41 @@
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class_name StateModifierMovement
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extends StateModifier
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## Movement Modifiers
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var horizontal_speed: float = 0
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var horizontal_acceleration: float = 0
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## Movement Speed Offsets (Positive or Negative)
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var horizontal_speed_offset: float = 0
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## Applies only if offset applies
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var horizontal_speed_offset_acceleration: float = 0
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var jerk_factor: float = 0
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var gravity: int = 0
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func _to_string():
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return "StateModifierMovement"
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func reset():
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.reset()
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horizontal_speed = 0
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horizontal_acceleration = 0
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## Movement Speed Offsets (Positive or Negative)
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horizontal_speed_offset = 0
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## Applies only if offset applies
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horizontal_speed_offset_acceleration = 0
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jerk_factor = 0
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func copy(_copy_state: StateModifier):
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.copy(_copy_state)
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if _copy_state.to_string() == "StateModifierMovement":
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_copy_state.horizontal_speed = horizontal_speed
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_copy_state.horizontal_acceleration = horizontal_acceleration
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func merge(_merge_from_modifier: StateModifier):
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.merge(_merge_from_modifier)
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if _merge_from_modifier.to_string() == "StateModifierMovement":
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horizontal_speed += _merge_from_modifier.horizontal_speed
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horizontal_acceleration += _merge_from_modifier.horizontal_acceleration
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horizontal_speed_offset += _merge_from_modifier.horizontal_speed_offset
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horizontal_speed_offset_acceleration += _merge_from_modifier.horizontal_speed_offset_acceleration
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@ -44,7 +44,7 @@ _global_script_classes=[ {
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"language": "GDScript",
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"path": "res://src/Interactables/HealthPickup.gd"
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}, {
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"base": "Area2D",
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"base": "Reference",
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"class": "Interactable",
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"language": "GDScript",
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"path": "res://lib/templates/Interactable/Interactable.gd"
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@ -154,6 +154,11 @@ _global_script_classes=[ {
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"language": "GDScript",
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"path": "res://lib/classes/state_modifier_animation.gd"
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}, {
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"base": "StateModifier",
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"class": "StateModifierMovement",
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"language": "GDScript",
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"path": "res://lib/classes/state_modifier_movement.gd"
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}, {
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"base": "CanvasLayer",
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"class": "UIComponent",
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"language": "GDScript",
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@ -189,6 +194,7 @@ _global_script_class_icons={
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"StateMachineAnimatedActor": "",
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"StateModifier": "",
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"StateModifierAnimatedActor": "",
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"StateModifierMovement": "",
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"UIComponent": ""
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}
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@ -76,5 +76,5 @@ func _on_state_exited_attack_sword():
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print("you just swung your sword, you should get a modifier.")
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#attack_sword.timeout.start()
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attack_sword.activate()
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print ("you has merged as? :" ,modifier.animation_name)
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print ("you has merged as? :" ,modifier.animation_suffix)
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Block a user