65 lines
2.2 KiB
GDScript3
65 lines
2.2 KiB
GDScript3
class_name CollisionShape2D_StateReceiver
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extends CollisionShape2D
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## Standard vars for state receivers
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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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onready var current_state :StateAnimatedActor
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## return to default when no state function
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export var default_shape_when_no_state_function :bool = true
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export var disable_shape_when_no_state_function :bool = false
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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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## Generic parent ref node, can be kinematic2d area, etc.
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var parent
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var default_shape :Shape2D
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var default_transform :Transform2D
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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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## Standard ready routines for state receivers
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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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parent = get_parent()
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default_shape = shape.duplicate()
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##TODO: Are transforms primitives? Do they get passed by value?
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default_transform = transform
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _physics_process(delta):
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#UiManager.debug_text = current_state.name
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## Stard state process routines
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if has_method('_state_physics_process_' + current_state.name):
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call('_state_physics_process_' + current_state.name)
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## Standard function for receiving state change
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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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if default_shape_when_no_state_function:
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if debug_component:
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print ("Returning to default collision shape")
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shape = default_shape
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transform = default_transform
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if disable_shape_when_no_state_function:
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set_deferred("disabled", true)
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else:
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push_warning("Received non animated Actor state.")
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