63 lines
1.6 KiB
GDScript
63 lines
1.6 KiB
GDScript
class_name State
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extends Node
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export var animation_name: String
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export var move_speed: float = 60
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export var timeout_seconds: float = 0.0
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export(Array, String) var animation_sequence
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var animation_index: int = 0
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var current_animation_sequence: int = 0
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var gravity: int = ProjectSettings.get_setting("physics/2d/default_gravity")
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var animations: AnimatedSprite
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var move_component: Node
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var parent: KinematicBody2D
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#var animation_sequence_timer: Timer
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var state_timeout: Timer
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func _ready():
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if(timeout_seconds > 0.0):
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state_timeout = Timer.new()
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state_timeout.wait_time = timeout_seconds
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state_timeout.one_shot = true
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state_timeout.autostart = false
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add_child(state_timeout)
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func enter() -> void:
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print(parent.name, " entering State: ", self.name)
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if animation_name != '':
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animations.play(animation_name)
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elif animation_sequence.size() > 0:
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animation_index = 0
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current_animation_sequence = 0
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animations.play(animation_sequence[animation_index])
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func exit() -> void:
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pass
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func process_input(_event: InputEvent) -> State:
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return null
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func process_frame(_delta: float) -> State:
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if animation_sequence.size() > 0 and current_animation_sequence != animation_index:
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if animation_index >= animation_sequence.size():
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animation_index = 0
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animations.play(animation_sequence[animation_index])
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print("An animation sequence: ", animations.animation , animation_index)
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current_animation_sequence = animation_index
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return null
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func process_physics(_delta: float) -> State:
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return null
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#func get_movement_input() -> float:
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# return move_component.get_movement_direction()
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#
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#func get_jump() -> bool:
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# return move_component.wants_jump()
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