Attack state now pulls info from prevous state.

This commit is contained in:
Nitsud Yarg 2024-06-18 21:51:42 -07:00
parent bc66a65c67
commit 75560648bf
4 changed files with 76 additions and 8 deletions

View File

@ -458,7 +458,7 @@ animations = [ {
"speed": 10.0
}, {
"frames": [ SubResource( 161 ), SubResource( 162 ), SubResource( 163 ) ],
"loop": true,
"loop": false,
"name": "shoot",
"speed": 10.0
}, {

View File

@ -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

View File

@ -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

View File

@ -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: