Attempt2/lib/classes/state_modifier.gd

134 lines
4.7 KiB
GDScript

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