105 lines
3.2 KiB
GDScript
105 lines
3.2 KiB
GDScript
class_name StateModifier
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extends Reference
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## State modification
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##
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## A state modifier doesn't have any direct control of a game object.
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## They are transfered from the enter and exit of other states and
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## influence the movement or animation of their parent states.
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## Rather than going full into paralell state machines I hope that this
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## modifier will be suitable for a basic state machine.
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##
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## @WIP
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enum TYPE {NONE,EXIT_ANIMATION, ANIMATION_SUFFIX, REPLACE_ANIMATION}
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export var debug_state: bool = false
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export var animation_name: String
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## Modification Type
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## if an animation is specified, the default behavior will be just to override
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## the state animation. Or perform a 'Replace Animation'
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var modifier_type = TYPE.NONE
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var starting_frame: int = 0
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# Move Speed in Pixels Per Second
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# These should only apply if Modification Type Set to None.
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# (But I'm not sure if I like that model.)
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var move_speed: float
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var move_speed_modifier: float = 0
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var move_speed_modifier_decay: float = 0
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var timeout_seconds: float = 0.0
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# Attempting to use this as an animation suffix that can linger after
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# state transition like 'run-fire' to 'idle-fire' 'jump-fire' etc.
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#var animation_suffix: bool = false
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#var pre_append_animation: bool = false
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# not sure if I can do the array thing from state change. Maybe?
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# disabling this sequencing for now.
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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 animation_sequence_timer: Timer
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var state_timeout: Timer
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# Meant to be called on timeout or other counters this modifier may have.
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# Should be updated whenever modifier owner transfers
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var state_call_function: FuncRef
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#func copy_modifier() -> StateModifier:
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# var new_modifier = StateModifier.new()
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# new_modifier.ready(animation_name, modifier_type, timeout_seconds)
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#
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# return StateModifier.new()
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func ready(anim_name:String = '', type = TYPE.NONE, timeout : float = 0, parent:Node = null, function_name : String = "") -> Timer:
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# If somebody forgot to specify the type
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if anim_name != '' and type == TYPE.NONE:
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modifier_type = TYPE.REPLACE_ANIMATION
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animation_name = anim_name
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modifier_type = type
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# if parent != null and function_name != "":
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# state_call_function = funcref(parent, function_name)
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if timeout > 0:
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state_timeout = Timer.new()
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state_timeout.wait_time = timeout
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state_timeout.one_shot = true
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state_timeout.autostart = false
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return state_timeout
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#add_child(state_timeout)
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return null
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func transfer_owner(parent:Node):
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print("Modifier owner will now be: ", parent.name)
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state_call_function = funcref(parent, 'update_animation')
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func _on_Timer_timeout():
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print("Oh Crap! I can't beleive it worked")
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if state_call_function:
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if state_call_function.is_valid():
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state_call_function.call_func()
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else:
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print("Warning! Modifier timed out with no callback to alert.")
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else:
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print("Warning! no function applies.")
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func enter() -> void:
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if debug_state:
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print("Apply State Modifier: ", self.name)
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# state_timeout.start()
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#modifier_stack_ref = state_modifiers
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return
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func exit() -> void:
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pass
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func _update():
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pass
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