State modifier progress.
This commit is contained in:
parent
e8aa0bbbb9
commit
d9b5d27855
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@ -11,6 +11,7 @@ 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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var request_state_change: FuncRef
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var add_state_modifier: FuncRef
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# this just wouldn't work well. Maybe I can try a resource
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# this just wouldn't work well. Maybe I can try a resource
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# export(Array, NodePath) var transition_state_nodes
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# export(Array, NodePath) var transition_state_nodes
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@ -32,6 +33,8 @@ var previous_speed_multiplier: float
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# Called when the node enters the scene tree for the first time.
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# Called when the node enters the scene tree for the first time.
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func _ready():
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func _ready():
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request_state_change = funcref(get_node(callable_state_machine), 'change_to_known_state')
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request_state_change = funcref(get_node(callable_state_machine), 'change_to_known_state')
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add_state_modifier = funcref(get_node(callable_state_machine),'push_state_modifier')
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get_node(callable_state_machine).connect("state_changed", self,"_on_state_change")
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get_node(callable_state_machine).connect("state_changed", self,"_on_state_change")
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self.connect("animation_finished",self,"_on_animation_finished")
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self.connect("animation_finished",self,"_on_animation_finished")
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@ -85,6 +88,9 @@ func change_animation(enter_frame := 0, index := 0, suffix := ''):
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# if modifier.state_timeout and modifier.timeout_seconds == 0:
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# if modifier.state_timeout and modifier.timeout_seconds == 0:
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# modifier = null
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# modifier = null
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if current_state.modifier:
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print("hey you got one! -> ", current_state.modifier.name)
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# By Default, we build an animation sequence off of this state's before checking
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# By Default, we build an animation sequence off of this state's before checking
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# for modifiers
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# for modifiers
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var animation_sequence = current_state.animation_sequence
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var animation_sequence = current_state.animation_sequence
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@ -12,6 +12,8 @@ signal state_exited()
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var state_timeout: Timer
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var state_timeout: Timer
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var state_ready: bool = true
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var state_ready: bool = true
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var modifier: StateModifier
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export var name: String
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export var name: String
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# Called when the node enters the scene tree for the first time.
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# Called when the node enters the scene tree for the first time.
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@ -55,6 +57,7 @@ func enter() -> void:
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func exit() -> void:
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func exit() -> void:
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emit_signal("state_exited")
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emit_signal("state_exited")
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modifier = null
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return
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return
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# Disable to test whether actually needed.
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# Disable to test whether actually needed.
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@ -30,11 +30,6 @@ var animation_finished: bool = false
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# Not sure if this should be here. probably not
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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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export(Array, String) var animation_sequence
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## Modifiers may not be needed anymore.
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#var modifier: StateModifier
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#var physics_modifier :StateModifier
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func enter() -> void:
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func enter() -> void:
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# Call parent class enter
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# Call parent class enter
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@ -62,11 +62,15 @@ 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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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 AnimationStateModifier:
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print(mods.name, "asm")
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current_state.modifier = mods #mods.copy_AnimationStateModifier(AnimationStateModifier.new())
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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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# if(state_modifiers.size() > 0 and debug_state_machine):
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# print("Active Modifiers:")
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# for mods in state_modifiers:
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# print(mods.name)
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func change_to_known_state(new_state_name: String) -> void:
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func change_to_known_state(new_state_name: String) -> void:
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if new_state_name.empty() == false:
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if new_state_name.empty() == false:
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@ -82,6 +86,11 @@ func get_state_reference(state_name: String) -> State:
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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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func push_state_modifier(_state_modifier: StateModifier) -> void:
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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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print("Add State Modifier: ", _state_modifier.name, " now size ", state_modifiers.size())
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# Disable to test whether actually needed.
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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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## Pass through functions for the Player to call,
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## handling state changes as needed.
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## handling state changes as needed.
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130
lib/classes/state_modifier.gd
Normal file
130
lib/classes/state_modifier.gd
Normal file
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@ -0,0 +1,130 @@
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class_name StateModifier
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extends Reference
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## State modification
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##
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## A state modifier doesn't have any direct control of a game object.
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## They are transfered from the enter and exit of other states and
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## influence the movement or animation of their parent states.
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## Rather than going full into paralell state machines I hope that this
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## modifier will be suitable for a basic state machine.
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##
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## @WIP
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enum TYPE {NONE,EXIT_ANIMATION, ANIMATION_SUFFIX, REPLACE_ANIMATION}
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var debug: bool = false
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##TODO: Animation speed
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## Modification Type
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## if an animation is specified, the default behavior will be just to override
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## the state animation. Or perform a 'Replace Animation'
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var modifier_type = TYPE.NONE
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var name :String = ''
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var ready :bool = false
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# Move Speed in Pixels Per Second
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# These should only apply if Modification Type Set to None.
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# (But I'm not sure if I like that model.)
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#var move_speed: float
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#var move_speed_modifier: float = 0
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#var move_speed_modifier_decay: float = 0
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#var gravity: int = ProjectSettings.get_setting("physics/2d/default_gravity")
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# Attempting to use this as an animation suffix that can linger after
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# state transition like 'run-fire' to 'idle-fire' 'jump-fire' etc.
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#var animation_suffix: bool = false
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#var pre_append_animation: bool = false
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# not sure if I can do the array thing from state change. Maybe?
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# disabling this sequencing for now.
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# export(Array, String) var animation_sequence
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# var animation_index: int = 0
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# var current_animation_sequence: int = 0
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#var animation_sequence_timer: Timer
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var timeout: Timer
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var timeout_seconds: float = 0.0
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# Meant to be called on timeout or other counters this modifier may have.
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# Should be updated whenever modifier owner transfers
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var state_call_function: FuncRef
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#func merge_modifier(merging_mod: ModifierProperties):
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# if merging_mod.modifier_type != TYPE.NONE:
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# print("Warning Merging modifier types that aren't set to 'none' is not supported!")
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# return
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#func get_modifier_properties() -> ModifierProperties:
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# #( p_move_speed:float, p_gravity:int , p_move_acceleration , p_move_speed_modifier:float,
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# # p_move_modifier_move_acceleration:float, p_jerk_factor: float):
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# var mp = ModifierProperties.new( modifier_properties.move_speed,
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# modifier_properties.gravity,
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# modifier_properties.move_acceleration,
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# modifier_properties.move_speed_modifier,
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# modifier_properties.move_modifier_move_acceleration,
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# modifier_properties.jerk_factor)
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# mp.directional_modifier = modifier_properties.directional_modifier
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# return mp
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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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if _timeout_seconds > 0:
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timeout = Timer.new()
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timeout.wait_time = _timeout_seconds
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timeout.one_shot = true
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timeout.autostart = false
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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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func merge(_copy_state: StateModifier):
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pass
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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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# # If somebody forgot to specify the type
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# if anim_name != '' and type == TYPE.NONE:
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# modifier_type = TYPE.REPLACE_ANIMATION
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# animation_name = anim_name
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# modifier_type = type
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## if parent != null and function_name != "":
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## state_call_function = funcref(parent, function_name)
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#
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## modifier_properties = ModifierProperties.new(0,0,0,0,0,0)
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#
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# if timeout > 0:
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# state_timeout = Timer.new()
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# state_timeout.wait_time = timeout
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# state_timeout.one_shot = true
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# state_timeout.autostart = false
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# return state_timeout
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# #add_child(state_timeout)
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# #ModifierProperties.new()
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# return null
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## Transfer and callback related methods. These sort of worked but I didn't end up using them
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## They're an interesting idea though.
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#func transfer_owner(parent:Node):
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# print("Modifier owner will now be: ", parent.name)
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# state_call_function = funcref(parent, 'update_animation')
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func _on_Timer_timeout():
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#print("Oh Crap! I can't beleive it worked")
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if state_call_function:
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if state_call_function.is_valid():
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state_call_function.call_func()
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else:
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print("Warning! Modifier timed out with no callback to alert.")
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else:
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print("Warning! no function applies.")
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26
lib/classes/state_modifier_animation.gd
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26
lib/classes/state_modifier_animation.gd
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class_name AnimationStateModifier
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extends StateModifier
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## Animation modifier variables
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## The name of the animation that could be applied and starting frame
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var animation_name: String = ''
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var animation_starting_frame: int = 0
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var animation_speed: float
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func copy_AnimationStateModifier(_copy_state: AnimationStateModifier):
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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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# This is probably not necessary just access properties directly
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#func animation_mod_setup( anim_name:String = ''):
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# # If somebody forgot to specify the type
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# if anim_name != '' and modifier_type == TYPE.NONE:
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# modifier_type = TYPE.REPLACE_ANIMATION
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# animation_name = anim_name
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## if parent != null and function_name != "":
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## state_call_function = funcref(parent, function_name)
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14
lib/classes/state_modifier_movement.gd
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14
lib/classes/state_modifier_movement.gd
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class_name MovementStateModifier
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extends StateModifier
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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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"language": "GDScript",
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"language": "GDScript",
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"path": "res://lib/classes/animated_sprite_state_receiver.gd"
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"path": "res://lib/classes/animated_sprite_state_receiver.gd"
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}, {
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}, {
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"base": "StateModifier",
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"class": "AnimationStateModifier",
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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": "Reference",
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"base": "Reference",
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"class": "DEPR_ModifierProperties",
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"class": "DEPR_ModifierProperties",
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"language": "GDScript",
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"language": "GDScript",
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"language": "GDScript",
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"language": "GDScript",
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"path": "res://src/classes/movement_component.gd"
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"path": "res://src/classes/movement_component.gd"
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}, {
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}, {
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"base": "StateModifier",
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"class": "MovementStateModifier",
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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": "Node",
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"base": "Node",
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"class": "Movement_StateReceiver",
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"class": "Movement_StateReceiver",
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"language": "GDScript",
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"language": "GDScript",
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"class": "StateMachineAnimatedActor",
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"class": "StateMachineAnimatedActor",
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"language": "GDScript",
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"language": "GDScript",
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"path": "res://lib/classes/state_machine_animated_actor.gd"
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"path": "res://lib/classes/state_machine_animated_actor.gd"
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}, {
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"base": "Reference",
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"class": "StateModifier",
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"language": "GDScript",
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"path": "res://lib/classes/state_modifier.gd"
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} ]
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} ]
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_global_script_class_icons={
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_global_script_class_icons={
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"Actor": "",
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"Actor": "",
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"AnimatedSprite_StateReceiver": "",
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"AnimatedSprite_StateReceiver": "",
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"AnimationStateModifier": "",
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"DEPR_ModifierProperties": "",
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"DEPR_ModifierProperties": "",
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"DumbOldStateModifier": "",
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"DumbOldStateModifier": "",
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"GitAPI": "",
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"GitAPI": "",
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"Level": "",
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"Level": "",
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"Modifier_Receiver": "",
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"Modifier_Receiver": "",
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"MovementComponent": "",
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"MovementComponent": "",
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"MovementStateModifier": "",
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"Movement_StateReceiver": "",
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"Movement_StateReceiver": "",
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"State": "",
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"State": "",
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"StateAnimatedActor": "",
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"StateAnimatedActor": "",
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"StateMachine": "",
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"StateMachine": "",
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"StateMachineAnimatedActor": ""
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"StateMachineAnimatedActor": "",
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"StateModifier": ""
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}
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}
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[application]
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[application]
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extends AnimatedSprite_StateReceiver
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extends AnimatedSprite_StateReceiver
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var attack_sword: AnimationStateModifier
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func _ready():
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func _ready():
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# Lets see if this nutty thing works
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# Lets see if this nutty thing works
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var state_ref :State
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var state_ref :State
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state_ref = get_node(callable_state_machine).get_state_reference('attack_sword')
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state_ref = get_node(callable_state_machine).get_state_reference('attack_sword')
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state_ref.connect("state_exited", self, "_on_state_exited_attack_sword")
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state_ref.connect("state_exited", self, "_on_state_exited_attack_sword")
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||||||
|
|
||||||
pass
|
attack_sword = AnimationStateModifier.new()
|
||||||
|
attack_sword.setup('sword_drawn',StateModifier.TYPE.ANIMATION_SUFFIX,5.0)
|
||||||
|
add_child(attack_sword.timeout)
|
||||||
|
add_state_modifier.call_func(attack_sword)
|
||||||
|
|
||||||
# I don't need this right now but I proved it can be done!
|
# I don't need this right now but I proved it can be done!
|
||||||
#func _state_process_idle():
|
#func _state_process_idle():
|
||||||
|
|
@ -46,3 +51,5 @@ func _on_state_change_fall():
|
||||||
|
|
||||||
func _on_state_exited_attack_sword():
|
func _on_state_exited_attack_sword():
|
||||||
print("you just swung your sword, you should get a modifier.")
|
print("you just swung your sword, you should get a modifier.")
|
||||||
|
attack_sword.timeout.start()
|
||||||
|
|
||||||
|
|
|
||||||
Loading…
Reference in New Issue
Block a user