83 lines
3.2 KiB
C#
83 lines
3.2 KiB
C#
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// ReSharper disable once CheckNamespace
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namespace GodotStateCharts
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{
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using Godot;
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using System;
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/// <summary>
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/// Wrapper around the GDScript state chart node. Allows interacting with the state chart.
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/// </summary>
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public class StateChart : NodeWrapper
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{
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private StateChart(Node wrapped) : base(wrapped)
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{
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}
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/// <summary>
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/// Creates a wrapper object around the given node and verifies that the node
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/// is actually a state chart. The wrapper object can then be used to interact
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/// with the state chart from C#.
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/// </summary>
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/// <param name="stateChart">the node that is the state chart</param>
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/// <returns>a StateChart wrapper.</returns>
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/// <throws>ArgumentException if the node is not a state chart.</throws>
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public static StateChart Of(Node stateChart)
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{
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if (stateChart.GetScript().As<Script>() is not GDScript gdScript
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|| !gdScript.ResourcePath.EndsWith("state_chart.gd"))
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{
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throw new ArgumentException("Given node is not a state chart.");
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}
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return new StateChart(stateChart);
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}
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/// <summary>
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/// Sends an event to the state chart node.
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/// </summary>
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/// <param name="eventName">the name of the event to send</param>
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public void SendEvent(string eventName)
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{
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Wrapped.Call("send_event", eventName);
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}
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/// <summary>
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/// Sets an expression property on the state chart node for later use with expression guards.
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/// </summary>
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/// <param name="name">the name of the property to set. This is case sensitive.</param>
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/// <param name="value">the value to set the property to.</param>
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public void SetExpressionProperty(string name, Variant value)
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{
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Wrapped.Call("set_expression_property", name, value);
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}
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/// <summary>
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/// Steps the state chart node. This will invoke all <code>state_stepped</code> signals on the
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/// currently active states in the state charts. See the "Stepping Mode" section of the manual
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/// for more details.
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/// </summary>
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public void Step()
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{
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Wrapped.Call("step");
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}
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public class SignalName : Node.SignalName
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{
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/// <summary>
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/// Emitted when the state chart receives an event. This will be
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/// emitted no matter which state is currently active and can be
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/// useful to trigger additional logic elsewhere in the game
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/// without having to create a custom event bus. It is also used
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/// by the state chart debugger. Note that this will emit the
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/// events in the order in which they are processed, which may
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/// be different from the order in which they were received. This is
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/// because the state chart will always finish processing one event
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/// fully before processing the next. If an event is received
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/// while another is still processing, it will be enqueued.
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/// </summary>
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public static readonly StringName EventReceived = "event_received";
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}
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}
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}
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