godot-parkour/addons/godot_state_charts/animation_tree_state.gd

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2024-02-23 20:37:00 +00:00
@tool
@icon("animation_tree_state.svg")
class_name AnimationTreeState
extends AtomicState
## Animation tree that this state will use.
@export_node_path("AnimationTree") var animation_tree:NodePath:
set(value):
animation_tree = value
update_configuration_warnings()
## The name of the state that should be activated in the animation tree
## when this state is entered. If this is empty, the name of this state
## will be used.
@export var state_name:StringName = ""
var _animation_tree_state_machine:AnimationNodeStateMachinePlayback
func _ready():
if Engine.is_editor_hint():
return
super._ready()
_animation_tree_state_machine = null
var the_tree = get_node_or_null(animation_tree)
if is_instance_valid(the_tree):
var state_machine = the_tree.get("parameters/playback")
if state_machine is AnimationNodeStateMachinePlayback:
_animation_tree_state_machine = state_machine
else:
push_error("The animation tree does not have a state machine as root node. This node will not work.")
else:
push_error("The animation tree is invalid. This node will not work.")
func _state_enter(expect_transition:bool = false):
super._state_enter()
if not is_instance_valid(_animation_tree_state_machine):
return
var target_state = state_name
if target_state == "":
target_state = get_name()
# mirror this state to the animation tree
_animation_tree_state_machine.travel(target_state)
func _get_configuration_warnings():
var warnings = super._get_configuration_warnings()
if animation_tree.is_empty():
warnings.append("No animation tree is set.")
elif get_node_or_null(animation_tree) == null:
warnings.append("The animation tree path is invalid.")
return warnings