godot-parkour/addons/godot_state_charts/animation_player_state.gd

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GDScript3
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2024-02-23 20:37:00 +00:00
@tool
@icon("animation_player_state.svg")
class_name AnimationPlayerState
extends AtomicState
## Animation player that this state will use.
@export_node_path("AnimationPlayer") var animation_player: NodePath:
set(value):
animation_player = value
update_configuration_warnings()
## The name of the animation that should be played when this state is entered.
## When this is empty, the name of this state will be used.
@export var animation_name: StringName = ""
## A custom blend time for the animation. The default value of -1.0 will use the
## default blend time of the animation player.
@export var custom_blend: float = -1.0
## A custom speed for the animation. Use negative values to play the animation
## backwards.
@export var custom_speed: float = 1.0
## Whether the animation should be played from the end.
@export var from_end: bool = false
var _animation_player: AnimationPlayer
func _ready():
if Engine.is_editor_hint():
return
super._ready()
_animation_player = get_node_or_null(animation_player)
if not is_instance_valid(_animation_player):
push_error("The animation player is invalid. This node will not work.")
func _state_enter(expect_transition: bool = false):
super._state_enter()
if not is_instance_valid(_animation_player):
return
var target_animation = animation_name
if target_animation == "":
target_animation = get_name()
if _animation_player.current_animation == target_animation and _animation_player.is_playing():
return
_animation_player.play(target_animation, custom_blend, custom_speed, from_end)
func _get_configuration_warnings():
var warnings = super._get_configuration_warnings()
if animation_player.is_empty():
warnings.append("No animation player is set.")
elif get_node_or_null(animation_player) == null:
warnings.append("The animation player path is invalid.")
return warnings