Attempt2/lib/classes/collision_shape2D_state_receiver.gd

66 lines
2.2 KiB
GDScript3

class_name CollisionShape2D_StateReceiver
extends CollisionShape2D
## Standard vars for state receivers
export var debug_component: bool = false
export var callable_state_machine :NodePath
var request_state_change: FuncRef
onready var current_state :StateAnimatedActor
## return to default when no state function
export var default_shape_when_no_state_function :bool = true
export var disable_shape_when_no_state_function :bool = false
# Declare member variables here. Examples:
# var a = 2
# var b = "text
## Generic parent ref node, can be kinematic2d area, etc.
var parent
var default_shape :Shape2D
var default_transform :Transform2D
# Called when the node enters the scene tree for the first time.
func _ready():
## Standard ready routines for state receivers
request_state_change = funcref(get_node(callable_state_machine), 'change_to_known_state')
## Connect signal to get alerted of state change
get_node(callable_state_machine).connect("state_changed", self,"_on_state_change")
## A reference to the current state machine state
current_state = get_node(callable_state_machine).current_state
parent = get_parent()
default_shape = shape.duplicate()
##TODO: Are transforms primitives? Do they get passed by value?
default_transform = transform
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _physics_process(delta):
#UiManager.debug_text = current_state.name
## Stard state process routines
if has_method('_state_physics_process_' + current_state.name):
call('_state_physics_process_' + current_state.name)
## Standard function for receiving state change
func _on_state_change(old_state_name:String, new_state :State):
###### 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:
if default_shape_when_no_state_function:
if debug_component:
print ("Returning to default collision shape")
if shape is RectangleShape2D:
shape.extents = default_shape.extents
transform = default_transform
if disable_shape_when_no_state_function:
set_deferred("disabled", true)
else:
push_warning("Received non animated Actor state.")