63 lines
1.7 KiB
GDScript3
63 lines
1.7 KiB
GDScript3
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@tool
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@icon("animation_tree_state.svg")
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class_name AnimationTreeState
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extends AtomicState
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## Animation tree that this state will use.
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@export_node_path("AnimationTree") var animation_tree:NodePath:
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set(value):
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animation_tree = value
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update_configuration_warnings()
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## The name of the state that should be activated in the animation tree
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## when this state is entered. If this is empty, the name of this state
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## will be used.
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@export var state_name:StringName = ""
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var _animation_tree_state_machine:AnimationNodeStateMachinePlayback
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func _ready():
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if Engine.is_editor_hint():
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return
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super._ready()
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_animation_tree_state_machine = null
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var the_tree = get_node_or_null(animation_tree)
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if is_instance_valid(the_tree):
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var state_machine = the_tree.get("parameters/playback")
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if state_machine is AnimationNodeStateMachinePlayback:
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_animation_tree_state_machine = state_machine
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else:
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push_error("The animation tree does not have a state machine as root node. This node will not work.")
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else:
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push_error("The animation tree is invalid. This node will not work.")
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func _state_enter(expect_transition:bool = false):
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super._state_enter()
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if not is_instance_valid(_animation_tree_state_machine):
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return
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var target_state = state_name
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if target_state == "":
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target_state = get_name()
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# mirror this state to the animation tree
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_animation_tree_state_machine.travel(target_state)
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func _get_configuration_warnings():
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var warnings = super._get_configuration_warnings()
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if animation_tree.is_empty():
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warnings.append("No animation tree is set.")
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elif get_node_or_null(animation_tree) == null:
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warnings.append("The animation tree path is invalid.")
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return warnings
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