class_name StateModifier extends Node ## 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 export var debug_state: bool = false export var animation_name: String ## Modification Type ## if an animation is specified, the default behavior will be just to override ## the state animation. Or perform a 'Replace Animation' export(String, "None", "Exit Animation", "Animation Suffix", "Replace Animation") var modifier_type = "None" export var starting_frame: int = 0 export var move_speed: float = 60 export var timeout_seconds: float = 0.0 # Attempting to use this as an animation suffix that can linger after # state transition like 'run-fire' to 'idle-fire' 'jump-fire' etc. export var animation_suffix: bool = false export 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 gravity: int = ProjectSettings.get_setting("physics/2d/default_gravity") #var animation_sequence_timer: Timer var state_timeout: Timer func _ready(): # If somebody forgot to specify the type if animation_name != '' and modifier_type == "None": modifier_type = "Replace Animation" state_timeout = Timer.new() if timeout_seconds > 0: state_timeout.wait_time = timeout_seconds state_timeout.one_shot = true state_timeout.autostart = false add_child(state_timeout) func enter() -> void: if debug_state: print("Apply State Modifier: ", self.name) state_timeout.start() #modifier_stack_ref = state_modifiers return func exit() -> void: pass func _update(): pass