146 lines
4.8 KiB
GDScript
146 lines
4.8 KiB
GDScript
class_name StateMachine extends Node
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#export (NodePath) var starting_state
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export var debug_state_machine: bool = false
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# I guess I would declare a number of states here
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#export (Reference) var states # Doesn't work
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#var starting_state: State
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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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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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export var starting_state_name = 'default'
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export(Array,Resource) var states
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var states_index :Dictionary
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# Initialize the state machine by giving each child state a reference to the
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# parent object it belongs to and enter the default starting_state.
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#func _init() -> void:
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# print ("init state machine.")
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func _ready():
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print ("ready state machine.")
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for s in states:
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print ("sname: ", s.name)
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var this_state = s
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if this_state is State:
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print("Adding state ", this_state.name)
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#check for empty state name
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if this_state.name != '':
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#check for unique state name
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if !(states_index.has(this_state.name)):
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# call setup
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this_state.setup()
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if debug_state_machine:
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print("Initializing State Node: ", s)
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this_state.debug_state = true
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if this_state.state_timeout != null:
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add_child(this_state.state_timeout)
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# Add to state index
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states_index[this_state.name] = this_state
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else:
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push_error("Multiple states with same name in: ")
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else:
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print("State missing name in: " )
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if states_index.has(starting_state_name):
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change_state(states_index[starting_state_name])
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else:
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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 merge_modifiers():
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merged_animation_state_modifiers.reset()
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for m in state_modifiers:
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if m is StateModifierAnimatedActor:
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#print(m.name)
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if m.is_active:
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merged_animation_state_modifiers.merge_StateModifierAnimatedActor(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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var current_state_name :String
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if current_state:
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current_state.exit()
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current_state_name = current_state.name
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current_state = new_state
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current_state.enter()
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# Seems like I don't have to do this every state change!
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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 StateModifierAnimatedActor:
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# print(mods.name, " <- asm")
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emit_signal("state_changed",current_state_name,current_state)
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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 states_index.has(new_state_name):
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change_state(states_index[new_state_name])
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else:
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push_warning(get_parent().name + ": Attempt to switch state to unknown: " + new_state_name)
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change_state(states_index["default"])
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func check_parent_before_state_change(new_state_name: String) -> bool:
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##TODO: Make this a verifiable funcref or something
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if get_parent().has_method("check_state_change"):
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var _check_result = get_parent().check_state_change(new_state_name)
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if _check_result:
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change_to_known_state(new_state_name)
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return true
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return false
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func get_state_reference(state_name: String) -> State:
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print ("what you want? ", state_name)
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if states_index.has(state_name):
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return states_index[state_name]
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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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_state_modifier.connect("modifier_event",self,"handle_modifier_events")
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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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if eventID == StateModifier.EVENT_ID.ACTIVATED:
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print ("A mod activated! Which one though?")
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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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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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# Disable to test whether actually needed.
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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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#func process_physics(delta: float) -> void:
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# change_to_known_state( current_state.process_physics(delta) )
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#
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#func process_input(event: InputEvent) -> void:
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# var new_state = current_state.process_input(event)
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# if new_state:
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# change_state(new_state)
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#
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#func process_frame(delta: float) -> void:
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# var new_state = current_state.process_frame(delta)
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# if new_state:
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# change_state(new_state)
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