Files
tgcc/core/ai/framework/state.gd
2026-06-21 11:12:57 +02:00

71 lines
2.1 KiB
GDScript

extends Node
class_name State
@export var state_id: StringName = &""
@export var next_state_id: StringName
@export var random_next_state_ids: Array[StringName] = []
@export var animation_name: String
@export var blend_time: float = 0.2
@export var exit_on_action_finished: bool
@export var exit_on_animation_finished: bool
@export var min_wait_time: float = 3.0
@export var max_wait_time: float = 10
var runtime_timer: Timer
@onready var agent: AIBase = owner
signal transitioned(state: State, new_state_id: StringName)
func _ready() -> void:
if min_wait_time > 0 and !exit_on_action_finished:
runtime_timer = Timer.new()
runtime_timer.name = "IdleTimer"
runtime_timer.one_shot = true
add_child(runtime_timer)
runtime_timer.timeout.connect(_on_timer_timeout)
func enter() -> void:
if exit_on_animation_finished:
if not agent.anim_player.animation_finished.is_connected(_on_animation_finished):
agent.anim_player.animation_finished.connect(_on_animation_finished)
elif min_wait_time > 0 and !exit_on_action_finished:
var wait_time:= randf_range(min_wait_time, max_wait_time)
runtime_timer.start(wait_time)
func exit() -> void:
if exit_on_animation_finished and agent.anim_player.animation_finished.is_connected(_on_animation_finished):
agent.anim_player.animation_finished.disconnect(_on_animation_finished)
if runtime_timer and not runtime_timer.is_stopped():
runtime_timer.stop()
func update(_delta: float) -> void:
pass
func physics_update(_delta: float) -> void:
pass
func run_animation() -> void:
if agent.anim_player and agent.anim_player.has_animation(animation_name):
agent.anim_player.play(animation_name, blend_time)
func _on_animation_finished(anim_name: StringName) -> void:
if animation_name == anim_name:
if exit_on_action_finished:
return
elif min_wait_time > 0:
var wait_time := randf_range(min_wait_time, max_wait_time)
runtime_timer.start(wait_time)
else:
transitioned.emit(self, get_next_state())
func _on_timer_timeout() -> void:
transitioned.emit(self, get_next_state())
func get_next_state() -> StringName:
if random_next_state_ids.size() > 0:
return random_next_state_ids.pick_random()
return next_state_id