GodotWIP/src/state_modifier.gd

69 lines
2.0 KiB
GDScript

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