godot-parkour/addons/godot_state_charts/transition.gd

87 lines
2.6 KiB
GDScript3
Raw Normal View History

2024-02-23 20:37:00 +00:00
@tool
@icon("transition.svg")
class_name Transition
extends Node
## Fired when this transition is taken. For delayed transitions, this signal
## will be fired when the transition is actually executed (e.g. when its delay
## has elapsed and the transition has not been arborted before). The signal will
## always be fired before the state is exited.
signal taken()
## The target state to which the transition should switch
@export_node_path("State") var to:NodePath:
set(value):
to = value
update_configuration_warnings()
## The event that should trigger this transition, can be empty in which case
## the transition will immediately be tried when the state is entered
@export var event:StringName = "":
set(value):
event = value
update_configuration_warnings()
## An expression that must evaluate to true for the transition to be taken. Can be
## empty in which case the transition will always be taken
@export var guard:Guard:
set(value):
guard = value
update_configuration_warnings()
## A delay in seconds before the transition is taken. Can be 0 in which case
## the transition will be taken immediately. The transition will only be taken
## if the state is still active when the delay has passed and has never been left.
@export var delay_seconds:float = 0.0:
set(value):
delay_seconds = value
update_configuration_warnings()
## Read-only property that returns true if the transition has an event specified.
var has_event:bool:
get:
return event != null and event.length() > 0
## Evaluates the guard expression and returns true if the transition should be taken.
## If no guard expression is specified, this function will always return true.
func evaluate_guard() -> bool:
if guard == null:
return true
var parent_state = get_parent()
if parent_state == null or not (parent_state is State):
push_error("Transitions must be children of states.")
return false
return guard.is_satisfied(self, get_parent())
## Resolves the target state and returns it. If the target state is not found,
## this function will return null.
func resolve_target() -> State:
if to == null or to.is_empty():
return null
var result = get_node_or_null(to)
if result is State:
return result
return null
func _get_configuration_warnings():
var warnings = []
if get_child_count() > 0:
warnings.append("Transitions should not have children")
if to == null or to.is_empty():
warnings.append("The target state is not set")
elif resolve_target() == null:
warnings.append("The target state " + str(to) + " could not be found")
if not (get_parent() is State):
warnings.append("Transitions must be children of states.")
return warnings