class_name StateAnimatedActor extends State ## Animation and movement state class ## ## A state intended to control the movement and animation ## functions of a KinimaticBody2D node. Initialized with a ## player, movement node, and kinematicbody2d ## I think if we also had modifier states that transfered along with the enter and entrance of nodes, that would be helpful. ## ## @WIP # Movement Speed in Pixels Per Second # The b export var horizontal_speed: float = 60 export var horizontal_acceleration: float = 0 ## Movement Speed Offsets (Positive or Negative) export var horizontal_speed_offset: float = 0 ## Applies only if offset applies export var horizontal_speed_offset_acceleration: float = 0 export var jerk_factor: float = 0 var gravity: int = ProjectSettings.get_setting("physics/2d/default_gravity") #var adjusted_move_speed: float var jerk: float ## Variables intended to allow state receivers to communicate var animation_finished: bool = false var movement_stopped: bool = false # Not sure if this should be here. probably not export(Array, String) var animation_sequence func enter() -> void: # Call parent class enter .enter() animation_finished = false movement_stopped = false jerk = 0 return #func transfer_modifiers(exiting_state_modifier : StateModifier): # if modifier == null: # We have no existing modifier applied. # match exiting_state_modifier.modifier_type: # exiting_state_modifier.TYPE.ANIMATION_SUFFIX: # if debug_state: # print("Transferring Animation Suffix") # modifier = exiting_state_modifier # exiting_state_modifier.TYPE.EXIT_ANIMATION: # if debug_state: # print("Exit Animation: well this was useless.") # else: # print("Insert modifier merge function here...")