class_name StateModifier extends Reference ## State modification ## ## A state modifier doesn't have any direct control of a game object. ## They are transfered from the enter and exit of other states and ## influence the movement or animation of their parent states. ## Rather than going full into paralell state machines I hope that this ## modifier will be suitable for a basic state machine. ## ## @WIP enum TYPE {NONE,EXIT_ANIMATION, ANIMATION_SUFFIX, REPLACE_ANIMATION} var debug_state: bool = false ## These should be the original properties set when the modifier is created. # property changes can be applied over time but these are the instantiated values. var modifier_properties: ModifierProperties ## Animation modifier variables ## The name of the animation that could be applied and starting frame var animation_name: String var starting_frame: int = 0 ##TODO: Animation speed ## Modification Type ## if an animation is specified, the default behavior will be just to override ## the state animation. Or perform a 'Replace Animation' var modifier_type = TYPE.NONE var name :String = '' # Move Speed in Pixels Per Second # These should only apply if Modification Type Set to None. # (But I'm not sure if I like that model.) #var move_speed: float #var move_speed_modifier: float = 0 #var move_speed_modifier_decay: float = 0 var gravity: int = ProjectSettings.get_setting("physics/2d/default_gravity") # Attempting to use this as an animation suffix that can linger after # state transition like 'run-fire' to 'idle-fire' 'jump-fire' etc. #var animation_suffix: bool = false #var pre_append_animation: bool = false # not sure if I can do the array thing from state change. Maybe? # disabling this sequencing for now. # export(Array, String) var animation_sequence # var animation_index: int = 0 # var current_animation_sequence: int = 0 #var animation_sequence_timer: Timer var state_timeout: Timer var timeout_seconds: float = 0.0 # Meant to be called on timeout or other counters this modifier may have. # Should be updated whenever modifier owner transfers var state_call_function: FuncRef ## Can't do it this way. #func copy_modifier() -> StateModifier: # var new_modifier = StateModifier.new() # new_modifier.ready(animation_name, modifier_type, timeout_seconds) # # return StateModifier.new() # func merge_modifier(merging_mod: ModifierProperties): if merging_mod.modifier_type != TYPE.NONE: print("Warning Merging modifier types that aren't set to 'none' is not supported!") return # Can't support timeouts or animation stuff right now. #timeout_seconds = merging_mod.timeout_seconds # move_speed = merging_mod.move_speed # gravity = merging_mod.gravity # move_speed_modifier = merging_mod.move_speed_modifier # move_speed_modifier_decay = merging_mod.move_speed_modifier_decay func get_modifier_properties() -> ModifierProperties: #( p_move_speed:float, p_gravity:int , p_move_acceleration , p_move_speed_modifier:float, # p_move_modifier_move_acceleration:float, p_jerk_factor: float): var mp = ModifierProperties.new( modifier_properties.move_speed, modifier_properties.gravity, modifier_properties.move_acceleration, modifier_properties.move_speed_modifier, modifier_properties.move_modifier_move_acceleration, modifier_properties.jerk_factor) mp.directional_modifier = modifier_properties.directional_modifier return mp func ready(modifier_name:String, anim_name:String = '', type = TYPE.NONE, timeout : float = 0, parent:Node = null, function_name : String = "") -> Timer: name = modifier_name # If somebody forgot to specify the type if anim_name != '' and type == TYPE.NONE: modifier_type = TYPE.REPLACE_ANIMATION animation_name = anim_name modifier_type = type # if parent != null and function_name != "": # state_call_function = funcref(parent, function_name) modifier_properties = ModifierProperties.new(0,0,0,0,0,0) if timeout > 0: state_timeout = Timer.new() state_timeout.wait_time = timeout state_timeout.one_shot = true state_timeout.autostart = false return state_timeout #add_child(state_timeout) #ModifierProperties.new() return null ## Transfer and callback related methods. These sort of worked but I didn't end up using them ## They're an interesting idea though. func transfer_owner(parent:Node): print("Modifier owner will now be: ", parent.name) state_call_function = funcref(parent, 'update_animation') func _on_Timer_timeout(): #print("Oh Crap! I can't beleive it worked") if state_call_function: if state_call_function.is_valid(): state_call_function.call_func() else: print("Warning! Modifier timed out with no callback to alert.") else: print("Warning! no function applies.")