Attack state now pulls info from prevous state.
This commit is contained in:
parent
bc66a65c67
commit
75560648bf
|
|
@ -458,7 +458,7 @@ animations = [ {
|
|||
"speed": 10.0
|
||||
}, {
|
||||
"frames": [ SubResource( 161 ), SubResource( 162 ), SubResource( 163 ) ],
|
||||
"loop": true,
|
||||
"loop": false,
|
||||
"name": "shoot",
|
||||
"speed": 10.0
|
||||
}, {
|
||||
|
|
|
|||
|
|
@ -17,18 +17,48 @@ var can_fire = true
|
|||
signal do_attack()
|
||||
|
||||
func enter() -> void:
|
||||
.enter()
|
||||
#.enter()
|
||||
##TODO: Turn this to clear only the animation modifiers.
|
||||
modifier_stack_ref.clear()
|
||||
mod_animation_sequence.clear()
|
||||
#mod_animation_sequence = animation_sequence.duplicate(true)
|
||||
mod_animation_sequence.append_array(animation_sequence)
|
||||
# Reset animation suffix in case there isn't one
|
||||
animation_suffix = ''
|
||||
animation_index = 0
|
||||
current_animation_sequence = 0
|
||||
#var enter_animation = ''
|
||||
var enter_frame = 0
|
||||
|
||||
if debug_state:
|
||||
print(parent.name, " entering State: ", self.name)
|
||||
move_component.current_movement_state = self.name
|
||||
emit_signal("state_entered")
|
||||
|
||||
state_timeout.start()
|
||||
can_fire = true
|
||||
# if modifier_stack_ref.has($"../draw_weapon") == false:
|
||||
# $"../draw_weapon".enter()
|
||||
# modifier_stack_ref.push_front($"../draw_weapon")
|
||||
push_animation_state_modifier(weapon_state_modifier)
|
||||
if debug_state:
|
||||
print("Previous State Info: ", previous_animation_name, " ",
|
||||
previous_state_frame_number, " ", previous_state_name)
|
||||
match previous_animation_name:
|
||||
"idle":
|
||||
animations.play("shoot")
|
||||
"run":
|
||||
animations.play("run_shoot")
|
||||
animations.frame = previous_state_frame_number
|
||||
"jump":
|
||||
animations.play("jump_shoot")
|
||||
animations.frame = previous_state_frame_number
|
||||
_:
|
||||
print("Warning!: Attack state encountered unhandled prev animation: ", previous_animation_name)
|
||||
|
||||
func process_frame(delta: float) -> State:
|
||||
if animations.frame == 2:
|
||||
animations.stop()
|
||||
if state_timeout.time_left == 0:
|
||||
# if animations.frame == 2:
|
||||
# animations.stop()
|
||||
if state_timeout.time_left == 0 and animations.animation == "shoot":
|
||||
return idle_state
|
||||
return null
|
||||
|
||||
|
|
@ -44,9 +74,18 @@ func process_physics(delta: float) -> State:
|
|||
|
||||
move_actor_as_desired(delta)
|
||||
|
||||
if move_component.velocity.x != 0.0:
|
||||
if previous_state_name == "move" and move_component.velocity.x == 0.0:
|
||||
return idle_state
|
||||
|
||||
if previous_state_name == "idle" and move_component.velocity.x != 0.0:
|
||||
return move_state
|
||||
|
||||
if move_component.get_movement_direction() != 0.0:
|
||||
parent.transform.x.x = move_component.get_movement_direction()
|
||||
|
||||
# if move_component.velocity.x != 0.0:
|
||||
# return move_state
|
||||
|
||||
if !parent.is_on_floor():
|
||||
return fall_state
|
||||
|
||||
|
|
@ -56,6 +95,7 @@ func process_physics(delta: float) -> State:
|
|||
func exit() -> void:
|
||||
# force timer reset
|
||||
weapon_state_modifier.state_timeout.start()
|
||||
push_animation_state_modifier(weapon_state_modifier)
|
||||
#$"../draw_weapon".state_timeout.start()
|
||||
|
||||
return
|
||||
|
|
|
|||
|
|
@ -41,6 +41,11 @@ var animations: AnimatedSprite
|
|||
var move_component: MovementComponent
|
||||
var parent: KinematicBody2D
|
||||
|
||||
#animation_name :String, frame_number : int, animation_sequence :Array
|
||||
var previous_animation_name : String
|
||||
var previous_state_frame_number : int
|
||||
var previous_state_name: String
|
||||
|
||||
#var animation_sequence_timer: Timer
|
||||
|
||||
|
||||
|
|
|
|||
|
|
@ -1,5 +1,28 @@
|
|||
class_name StateMachineAnimatedActor extends StateMachine
|
||||
|
||||
func change_state(new_state: State) -> void:
|
||||
if current_state:
|
||||
current_state.exit()
|
||||
|
||||
# Set parameters for information
|
||||
if new_state is StateAnimatedActor and current_state is StateAnimatedActor:
|
||||
set_previous_animation( current_state, new_state)
|
||||
|
||||
current_state = new_state
|
||||
current_state.enter()
|
||||
if(state_modifiers.size() > 0 and debug_state_machine):
|
||||
print("Active Modifiers:")
|
||||
for mods in state_modifiers:
|
||||
print(mods.name)
|
||||
|
||||
func set_previous_animation( old_state: StateAnimatedActor, new_state: StateAnimatedActor ) -> void:
|
||||
new_state.previous_animation_name = old_state.mod_animation_sequence[old_state.current_animation_sequence]
|
||||
new_state.previous_state_frame_number = old_state.animations.frame
|
||||
new_state.previous_state_name = old_state.name
|
||||
|
||||
#animation_name :String, frame_number : int, animation_sequence :Array
|
||||
return
|
||||
|
||||
# Initialize the state machine by giving each child state a reference to the
|
||||
# parent object it belongs to and enter the default starting_state.
|
||||
func init_animated_actor(parent: KinematicBody2D, animations: AnimatedSprite, move_component: MovementComponent) -> void:
|
||||
|
|
|
|||
Loading…
Reference in New Issue
Block a user