175 lines
5.4 KiB
GDScript
175 lines
5.4 KiB
GDScript
class_name StateModifier
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extends Resource
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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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## Deprecated, should use modifier level
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# Used for mutually exclusive modifiers to aid merging
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enum TYPE {
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NONE, # Usually just a physics modifier
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EXIT_ANIMATION, # Adds an animation at the end? Not really sure anymore
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ANIMATION_SUFFIX, # Adds an animation suffix to aid slightly modified animations
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REPLACE_ANIMATION # Completely replaces a state animation.
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}
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enum EVENT_ID {
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ACTIVATED,
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DEACTIVATED
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}
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var debug: bool = false
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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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export(TYPE) var modifier_type = TYPE.NONE
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export var name :String = ''
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#var ready :bool = false
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var is_active: bool = false
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signal modifier_event(event_id )
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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 timeout: Timer
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export 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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#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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#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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## Because I've tried a few ways to identify the object without a CR error
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func _to_string():
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return "StateModifier"
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func setup(modifier_name:String, type = TYPE.NONE,_timeout_seconds : float = 0):
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name = modifier_name
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modifier_type = type
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if _timeout_seconds > 0:
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timeout = Timer.new()
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timeout.wait_time = _timeout_seconds
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timeout.one_shot = true
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timeout.autostart = false
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timeout.connect("timeout",self,"deactivate")
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func reset():
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name = ''
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modifier_type = TYPE.NONE
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is_active = false
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func copy(_copy_state: StateModifier):
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## This should really be the other way.
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# _copy_state.name = name
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# _copy_state.modifier_type = modifier_type
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name = _copy_state.name
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modifier_type = _copy_state.modifier_type
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func status_check_1(condition :bool) -> bool:
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return true
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func status_check_2(condition :bool) -> bool:
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return true
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func merge(_merge_from_modifier: StateModifier):
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pass
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func activate():
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is_active = true
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if timeout != null:
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timeout.start()
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emit_signal("modifier_event",EVENT_ID.ACTIVATED, to_string())
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func deactivate():
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is_active = false
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print(name," <- Got call to deactivate.")
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emit_signal("modifier_event",EVENT_ID.DEACTIVATED, to_string())
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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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#
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## modifier_properties = ModifierProperties.new(0,0,0,0,0,0)
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#
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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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