GodotWIP/src/state_machine_animated_actor.gd

127 lines
5.6 KiB
GDScript

class_name StateMachineAnimatedActor extends StateMachine
#var physics_modifier : StateModifier
func change_state(new_state: State) -> void:
if new_state.state_ready == false:
# Don't transition to unready state
return
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)
if current_state.modifier: # Current state has a modifier
new_state.transfer_modifiers(current_state.modifier)
current_state.modifier = null
if current_state.physics_modifier: # Current state has a physics modifier
new_state.physics_modifier = current_state.physics_modifier
current_state.physics_modifier = null
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:
# added this to help prevent nul index crashes. (Usually because of signal based state changes.)
if old_state.mod_animation_sequence:
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
new_state.previous_speed_multiplier = old_state.speed_multiplier
#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:
animations.connect("animation_finished", self, "_on_AnimatedSprite_animation_finished")
for child in get_children():
if child is StateAnimatedActor:
if debug_state_machine:
print("Initializing State Node for ", parent.name, ": ", child.name)
child.parent = parent
child.animations = animations
child.move_component = move_component
# child.modifier_stack_ref = state_modifiers
if debug_state_machine:
child.debug_state = true
# Initialize to the default state
change_state(get_node(starting_state))
func process_frame(delta: float) -> void:
# Check the state modifiers for timeouts, and maybe more conditions later
# If the modifier is no longer valid, pop it from the stack.
# We could iterate through a whole list of states but I'm not sure i want
# states to be that complex.
# var current_anim_state :StateAnimatedActor = current_state
# if state_modifiers.empty() == false:
# for i in range(state_modifiers.size()):
# # if this modifer is a timer based one
# if state_modifiers[i].state_timeout.time_left == 0 and state_modifiers[i].timeout_seconds !=0:
# # Need to do extra stuff if it's an animation based one
# if state_modifiers[i].modifier_type == "Animation Suffix":
# if debug_state_machine:
# print("State Modifier Timeout: ", state_modifiers[i].name, " -> ", state_modifiers[i].animation_name)
# # Reset animation suffix
# current_anim_state.animation_suffix = ''
# # Get the current frame of animation
# var current_frame = current_anim_state.animations.frame
#
# # Set the animation index to the current one
# current_anim_state.animation_index = current_anim_state.current_animation_sequence
# #current_anim_state.current_animation_sequence
# #current_anim_state.animations.play()
#
# current_anim_state.animations.play(
# current_anim_state.mod_animation_sequence[current_anim_state.animation_index])
# # Try to set the current frame to the same as before.
# current_anim_state.animations.frames.frames.size() >= current_frame
# current_anim_state.animations.frame = current_frame
#
# if debug_state_machine:
# print("Pop State Modifier: ", state_modifiers[i].name)
# state_modifiers.pop_at(i)
if current_state is StateAnimatedActor:
current_state.process_animations()
var new_state = current_state.process_frame(delta)
if new_state:
change_state(new_state)
func _on_AnimatedSprite_animation_finished():
# if debug_state_machine:
# print("Stop!!!!!")
##TODO:
# It's hard to pop an exit animation off when it's stacked with another kind of animation.
# for i in state_modifiers.size():
# if state_modifiers[i].modifier_type == "Exit Animation":
# #print("Time to pop state modifer: ", state_modifiers[i].animation_name, current_state.animation_suffix, " <-> ", current_state.animations.animation + current_state.animation_suffix)
# if (state_modifiers[i].animation_name + current_state.animation_suffix) == current_state.animations.animation:
# print("Time to pop state modifer: ", state_modifiers[i].animation_name, current_state.animation_suffix, " <-> ", current_state.animations.animation )
# print(current_state.mod_animation_sequence)
# state_modifiers.pop_at(i)
# current_state.animation_index += 1
# break
# if current_state is StateAnimatedActor:
# current_state.animation_finished = true
if current_state.animations.frames.get_animation_loop(
current_state.animations.animation) == false:
#print("Stop!!!!!", current_state.animation_sequence.size(), " - ", current_state.animation_index)
if current_state.animation_sequence.size() > 0:
#print("<-- next anim.")
current_state.animation_index += 1
if current_state.animation_index >= current_state.animation_sequence.size():
#print("Stop!!!!!")
current_state.animation_finished = true