90 lines
3.1 KiB
GDScript3
90 lines
3.1 KiB
GDScript3
class_name AudioStreamPlayer_StateReceiver
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extends AudioStreamPlayer
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export var debug_component: bool = false
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export var callable_state_machine :NodePath
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var request_state_change: FuncRef
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export(Array, Resource) var sound_effects
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onready var current_state :StateAnimatedActor
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# Declare member variables here. Examples:
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# var a = 2
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# var b = "text"
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var sound_effects_dict: Dictionary
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#class_name FrameSoundEffects
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#extends Resource
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#
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#
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#export (String) var animation_name
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#export(int) var frame_number
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#export (AudioStreamSample) var sound
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# Called when the node enters the scene tree for the first time.
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func _ready():
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# Trying something new with a custom resourse.
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for i in sound_effects:
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if i is SE_StateFrame:
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sound_effects_dict[i.state_name + str(i.frame_number)] = i
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if debug_component:
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print (sound_effects_dict)
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request_state_change = funcref(get_node(callable_state_machine), 'change_to_known_state')
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## Connect signal to get alerted of state change
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get_node(callable_state_machine).connect("state_changed", self,"_on_state_change")
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## A reference to the current state machine state
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current_state = get_node(callable_state_machine).current_state
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# Experimenting with sound based resources I did this and it worked
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#sound_effect_player.stream = sound_effects.sounds["pew"]
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#print(sounds.sounds["pew"])
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#sound_effects.play()
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#var last_sound_frame_animation: String = ''
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#var last_sound_frame: int = -1
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#func play_sound_frame(animation: String, frame: int ):
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# ##DEBUG:
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# #if animation == 'run' and frame == 6:
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# # print("Do the thign! (", animation + str(frame), ")", " (", last_sound_frame_animation + str(last_sound_frame), ")")
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# if animation != last_sound_frame_animation or frame != last_sound_frame:
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# last_sound_frame = frame
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# last_sound_frame_animation = animation
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# var sound_index = animation + str(frame)
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# if sound_effects_dict.has(sound_index):
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# stream = sound_effects_dict[sound_index]
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# play()
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# print(self.name, " Playing SE: ", sound_index)
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var current_se_index :String
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta):
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var sound_index = current_state.name + str(current_state.animation_frame)
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if current_se_index != sound_index and sound_effects_dict.has(sound_index):
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print("Play sound: ", current_state.name, current_state.animation_frame)
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current_se_index = sound_index
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##TODO: Better to do an is check here or a cast
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## We already assure these are SE_StateFrames
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var se_resource :SE_StateFrame = sound_effects_dict[sound_index]
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stream = se_resource.sound
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#var this_sound :AudioStreamSample
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play()
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# Not sure what should be called first here.
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if has_method('_state_process_' + current_state.name):
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call('_state_process_' + current_state.name)
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func _on_state_change(old_state_name:String, new_state :State):
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###### State machine
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if new_state is StateAnimatedActor: #Testing this. Update: It works
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current_state = new_state
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if has_method('_on_state_change_' + current_state.name):
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call('_on_state_change_' + current_state.name)
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else:
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push_warning("Received non animated Actor state.")
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#current_state = new_state
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