134 lines
4.7 KiB
GDScript
134 lines
4.7 KiB
GDScript
class_name DumbOldStateModifier
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extends Reference
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## State modification
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##
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## A state modifier doesn't have any direct control of a game object.
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## They are transfered from the enter and exit of other states and
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## influence the movement or animation of their parent states.
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## Rather than going full into paralell state machines I hope that this
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## modifier will be suitable for a basic state machine.
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##
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## @WIP
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enum TYPE {NONE,EXIT_ANIMATION, ANIMATION_SUFFIX, REPLACE_ANIMATION}
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var debug_state: bool = false
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## These should be the original properties set when the modifier is created.
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# property changes can be applied over time but these are the instantiated values.
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var modifier_properties: ModifierProperties
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## Animation modifier variables
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## The name of the animation that could be applied and starting frame
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var animation_name: String
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var starting_frame: int = 0
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##TODO: Animation speed
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## Modification Type
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## if an animation is specified, the default behavior will be just to override
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## the state animation. Or perform a 'Replace Animation'
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var modifier_type = TYPE.NONE
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var name :String = ''
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# Move Speed in Pixels Per Second
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# These should only apply if Modification Type Set to None.
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# (But I'm not sure if I like that model.)
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#var move_speed: float
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#var move_speed_modifier: float = 0
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#var move_speed_modifier_decay: float = 0
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var gravity: int = ProjectSettings.get_setting("physics/2d/default_gravity")
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# Attempting to use this as an animation suffix that can linger after
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# state transition like 'run-fire' to 'idle-fire' 'jump-fire' etc.
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#var animation_suffix: bool = false
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#var pre_append_animation: bool = false
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# not sure if I can do the array thing from state change. Maybe?
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# disabling this sequencing for now.
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# export(Array, String) var animation_sequence
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# var animation_index: int = 0
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# var current_animation_sequence: int = 0
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#var animation_sequence_timer: Timer
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var state_timeout: Timer
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var timeout_seconds: float = 0.0
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# Meant to be called on timeout or other counters this modifier may have.
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# Should be updated whenever modifier owner transfers
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var state_call_function: FuncRef
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## Can't do it this way.
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#func copy_modifier() -> StateModifier:
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# var new_modifier = StateModifier.new()
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# new_modifier.ready(animation_name, modifier_type, timeout_seconds)
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#
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# return StateModifier.new()
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#
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func merge_modifier(merging_mod: ModifierProperties):
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if merging_mod.modifier_type != TYPE.NONE:
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print("Warning Merging modifier types that aren't set to 'none' is not supported!")
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return
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# Can't support timeouts or animation stuff right now.
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#timeout_seconds = merging_mod.timeout_seconds
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# move_speed = merging_mod.move_speed
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# gravity = merging_mod.gravity
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# move_speed_modifier = merging_mod.move_speed_modifier
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# move_speed_modifier_decay = merging_mod.move_speed_modifier_decay
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func get_modifier_properties() -> ModifierProperties:
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#( p_move_speed:float, p_gravity:int , p_move_acceleration , p_move_speed_modifier:float,
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# p_move_modifier_move_acceleration:float, p_jerk_factor: float):
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var mp = ModifierProperties.new( modifier_properties.move_speed,
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modifier_properties.gravity,
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modifier_properties.move_acceleration,
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modifier_properties.move_speed_modifier,
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modifier_properties.move_modifier_move_acceleration,
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modifier_properties.jerk_factor)
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mp.directional_modifier = modifier_properties.directional_modifier
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return mp
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func ready(modifier_name:String, anim_name:String = '', type = TYPE.NONE, timeout : float = 0, parent:Node = null, function_name : String = "") -> Timer:
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name = modifier_name
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# If somebody forgot to specify the type
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if anim_name != '' and type == TYPE.NONE:
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modifier_type = TYPE.REPLACE_ANIMATION
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animation_name = anim_name
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modifier_type = type
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# if parent != null and function_name != "":
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# state_call_function = funcref(parent, function_name)
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modifier_properties = ModifierProperties.new(0,0,0,0,0,0)
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if timeout > 0:
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state_timeout = Timer.new()
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state_timeout.wait_time = timeout
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state_timeout.one_shot = true
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state_timeout.autostart = false
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return state_timeout
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#add_child(state_timeout)
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#ModifierProperties.new()
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return null
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## Transfer and callback related methods. These sort of worked but I didn't end up using them
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## They're an interesting idea though.
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func transfer_owner(parent:Node):
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print("Modifier owner will now be: ", parent.name)
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state_call_function = funcref(parent, 'update_animation')
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func _on_Timer_timeout():
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#print("Oh Crap! I can't beleive it worked")
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if state_call_function:
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if state_call_function.is_valid():
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state_call_function.call_func()
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else:
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print("Warning! Modifier timed out with no callback to alert.")
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else:
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print("Warning! no function applies.")
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