Attempt2/lib/classes/animated_sprite_state_receiver.gd

236 lines
9.5 KiB
GDScript

class_name AnimatedSprite_StateReceiver
extends AnimatedSprite
export var callable_state_machine :NodePath
onready var current_state = StateAnimatedActor.new()
var modifier: StateModifierAnimatedActor
var request_state_change: FuncRef
var add_state_modifier: FuncRef
var animation_index: int = 0
var current_animation_sequence: int = 0
var animation_suffix: String = '';
var mod_animation_sequence = [PoolStringArray()]
var previous_animation_name : String
var previous_state_frame_number : int
var previous_state_name: String
var previous_speed_multiplier: float
# Called when the node enters the scene tree for the first time.
func _ready():
request_state_change = funcref(get_node(callable_state_machine), 'change_to_known_state')
add_state_modifier = funcref(get_node(callable_state_machine),'push_state_modifier')
get_node(callable_state_machine).connect("state_changed", self,"_on_state_change")
self.connect("animation_finished",self,"_on_animation_finished")
#set current state since State machine might have set state before this
# processed
current_state = get_node(callable_state_machine).current_state
#state_machine_modifiers = get_node(callable_state_machine).state_modifiers
modifier = get_node(callable_state_machine).merged_animation_state_modifiers
# Sprites should only have a process function
# but if I have this will the sprite still animate?
func _process(delta):
# Not sure what should be called first here.
if has_method('_state_process_' + current_state.name):
call('_state_process_' + current_state.name)
#TODO: Not sure I want to do modifiers this way anymore
#process_state_modifier()
func _on_animation_finished():
if frames.get_animation_loop(animation) == false:
#print("Stop!!!!!", current_state.animation_sequence.size(), " - ", current_state.animation_index)
if current_state.animation_sequence.size() > 0:
#print("<-- next anim.")
animation_index += 1
if animation_index >= current_state.animation_sequence.size():
#print("Stop!!!!!")
current_state.animation_finished = true
# TODO: Allow a way to stop animation even if in a looped sequence
# If called, this will attempt to make the most appropriate animation change
# would likely be triggered from an animation sequence finishing or a
# modifier being applied/removed outside of enter/exit transitions.
func change_animation(enter_frame := 0, index := 0, suffix := ''):
## TODO:
# Need to find a way to attempt to keep and transfer the Index or frame
if modifier:
#print("hey you got one! -> ", modifier.animation_name)
match modifier.modifier_type:
StateModifier.TYPE.ANIMATION_SUFFIX:
print("hey you got one! -> ", modifier.animation_suffix)
# By Default, we build an animation sequence off of this state's before checking
# for modifiers
var animation_sequence = current_state.animation_sequence
#var animations = current_state
mod_animation_sequence.clear()
mod_animation_sequence.append_array(animation_sequence)
# Reset animation suffix in case there isn't one
animation_suffix = suffix
animation_index = index
current_animation_sequence = animation_index
if modifier:
#TODO: Apply the animation starting frame
#modifier.animation_starting_frame
match modifier.modifier_type:
modifier.TYPE.ANIMATION_SUFFIX:
# Check that this animation actually exists
if frames.has_animation(mod_animation_sequence[animation_index] + modifier.animation_suffix):
animation_suffix = modifier.animation_suffix
else:
push_warning("Modifier attempting to apply suffix that doesn't exist" +
(mod_animation_sequence[animation_index] + modifier.animation_suffix))
modifier.TYPE.REPLACE_ANIMATION:
if frames.has_animation(modifier.animation_name):
mod_animation_sequence.clear()
mod_animation_sequence.push_back(modifier.animation_name)
enter_frame = modifier.animation_starting_frame
#var enter_animation = ''
#var enter_frame = 0
# var modifier :StateModifier = current_state.modifier
# if modifier != null:
## if modifier.modifier_type == modifier.TYPE.EXIT_ANIMATION:
## #print("OHHH Modifier Applies! ", modifier.animation_name)
## mod_animation_sequence.push_front(modifier.animation_name)
## enter_frame = modifier.starting_frame
# match modifier.modifier_type:
# modifier.TYPE.EXIT_ANIMATION:
# mod_animation_sequence.push_front(modifier.animation_name)
# enter_frame = modifier.starting_frame
#
# modifier.TYPE.ANIMATION_SUFFIX:
# if frames.has_animation(mod_animation_sequence[animation_index] + modifier.animation_name):
# animation_suffix = modifier.animation_name
# else:
# print("Warning!: Modifier attempting to apply suffix that doesn't exist ",
# mod_animation_sequence[animation_index] + modifier.animation_name)
#
# modifier.TYPE.REPLACE_ANIMATION:
# #animations.play(modifier_stack_ref[i].animation_name)
# #animations.frame = modifier_stack_ref[i].starting_frame
# mod_animation_sequence.clear()
# mod_animation_sequence.push_back(modifier.animation_name)
# enter_frame = modifier.starting_frame
# Some safety checks with supplied update parameters
if animation_index != 0:
if mod_animation_sequence.size() < animation_index + 1:
if current_state.debug_state:
print("Warning!: attempting to set to non-existant index ")
animation_index = 0
current_animation_sequence = animation_index
if frames.has_animation(mod_animation_sequence[animation_index] + animation_suffix) == false:
if current_state.debug_state:
print("Warning!: Animation doesn't exist! ")
if enter_frame != 0:
if frames.get_frame_count(animation) != frames.get_frame_count(mod_animation_sequence[animation_index] + animation_suffix):
if current_state.debug_state:
print("Warning!: attempting to set a mismatched frame ")
enter_frame = 0
if mod_animation_sequence.size() > 0:
if current_state.debug_state:
print("Starting Animation: " , mod_animation_sequence[animation_index] + animation_suffix)
play(mod_animation_sequence[animation_index] + animation_suffix)
#TODO: maybe check current animatio has this frame
frame = enter_frame
else:
print("Error! Resolved to empty animation sequence!?")
return
#func process_state_modifier():
# var modifier :StateModifier = current_state.modifier
# if modifier != null:
# if modifier.state_timeout and modifier.state_timeout.time_left == 0:
# print("Expired Modifier, updating animation.")
# #modifier = null
# match modifier.modifier_type:
#
# modifier.TYPE.ANIMATION_SUFFIX:
# # Attempt to seemlessly transition animations.
# modifier = null
# change_animation(frame,animation_index)
#
# modifier.TYPE.REPLACE_ANIMATION:
# if current_state.debug_state:
# print("I don't have anything for replacements yet.")
# modifier = null
# change_animation()
# _:
# modifier = null
# return
# We have no more sequence animations and the current one doesn't loop
# we do this to prevent the default idle animation from playing.
##TODO: between this and the signal based iterator I get some really strange behavior
if animation_index >= mod_animation_sequence.size() and frames.get_animation_loop(
animation) == false:
#print(animations.animation, " Animation Stopped")
stop()
#animation_finished = true
elif mod_animation_sequence.size() > animation_index and current_animation_sequence != animation_index:
#TODO: why was I doing this
# if animation_index >= mod_animation_sequence.size():
# animation_index = 0
##TODO: Add a safety check here.
play(mod_animation_sequence[animation_index] + animation_suffix)
if current_state.debug_state:
print("An animation sequence: ", mod_animation_sequence[animation_index - 1], " -> ",
animation , " (", animation_index, ")")
current_animation_sequence = animation_index
##TODO: Could probably add some more checks here.
# Singal based frame call.
#TODO: reimplement this later.
# if emitter_frame_subscriptions.has(animations.frame):
# if emitter_frame_subscriptions[animations.frame] == animations.animation:
# if frame_signal_emitted == false:
# emit_signal("frame_reached", self.name, animations.animation, animations.frame)
# # Try to only so this once.
# frame_signal_emitted = true
# else:
# frame_signal_emitted = false
#func set_previous_animation( old_state: StateAnimatedActor, new_state: StateAnimatedActor ) -> void:
# # added this to help prevent nul index crashes. (Usually because of signal based state changes.)
# if old_state.mod_animation_sequence:
# new_state.previous_animation_name = old_state.mod_animation_sequence[old_state.current_animation_sequence]
# new_state.previous_state_frame_number = old_state.animations.frame
# new_state.previous_state_name = old_state.name
# new_state.previous_speed_multiplier = old_state.speed_multiplier
# #animation_name :String, frame_number : int, animation_sequence :Array
# return
# Handle state change from subscribed state machine.
#From signal state_changed(old_state_name, new_state)
func _on_state_change(old_state_name:String, new_state :State):
#print ("1? got the state change signal ", new_state.name)
# set current state to new_state
previous_state_name = old_state_name
#TODO: Confirm that this is a reference to the state in the
###### State machine
if new_state is StateAnimatedActor: #Testing this. Update: It works
current_state = new_state
if has_method('_on_state_change_' + current_state.name):
call('_on_state_change_' + current_state.name)
else:
change_animation()
#print("It's an animated Actor state!")
else:
push_warning("Received non animated Actor state.")
#current_state = new_state