class_name StateModifier 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} 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' var modifier_type = TYPE.NONE var starting_frame: int = 0 # 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 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. #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 gravity: int = ProjectSettings.get_setting("physics/2d/default_gravity") #var animation_sequence_timer: Timer var state_timeout: Timer # 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 #func copy_modifier() -> StateModifier: # var new_modifier = StateModifier.new() # new_modifier.ready(animation_name, modifier_type, timeout_seconds) # # return StateModifier.new() func ready(anim_name:String = '', type = TYPE.NONE, timeout : float = 0, parent:Node = null, function_name : String = "") -> Timer: # 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) 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) return null 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.") 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