godot/scene/animation/animation_node_state_machine.h

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2018-06-25 19:21:57 +00:00
#ifndef ANIMATION_NODE_STATE_MACHINE_H
#define ANIMATION_NODE_STATE_MACHINE_H
#include "scene/animation/animation_tree.h"
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class AnimationNodeStateMachineTransition : public Resource {
GDCLASS(AnimationNodeStateMachineTransition, Resource)
public:
enum SwitchMode {
SWITCH_MODE_IMMEDIATE,
SWITCH_MODE_SYNC,
SWITCH_MODE_AT_END,
};
private:
SwitchMode switch_mode;
bool auto_advance;
float xfade;
bool disabled;
int priority;
protected:
static void _bind_methods();
public:
void set_switch_mode(SwitchMode p_mode);
SwitchMode get_switch_mode() const;
void set_auto_advance(bool p_enable);
bool has_auto_advance() const;
void set_xfade_time(float p_xfade);
float get_xfade_time() const;
void set_disabled(bool p_disabled);
bool is_disabled() const;
void set_priority(int p_priority);
int get_priority() const;
AnimationNodeStateMachineTransition();
};
VARIANT_ENUM_CAST(AnimationNodeStateMachineTransition::SwitchMode)
class AnimationNodeStateMachine : public AnimationRootNode {
GDCLASS(AnimationNodeStateMachine, AnimationRootNode);
private:
Map<StringName, Ref<AnimationRootNode> > states;
struct Transition {
StringName from;
StringName to;
Ref<AnimationNodeStateMachineTransition> transition;
};
struct AStarCost {
float distance;
StringName prev;
};
Vector<Transition> transitions;
float len_total;
float len_current;
float pos_current;
int loops_current;
bool play_start;
StringName start_node;
StringName end_node;
Vector2 graph_offset;
StringName current;
StringName fading_from;
float fading_time;
float fading_pos;
Vector<StringName> path;
bool playing;
protected:
void _notification(int p_what);
static void _bind_methods();
bool _set(const StringName &p_name, const Variant &p_value);
bool _get(const StringName &p_name, Variant &r_ret) const;
void _get_property_list(List<PropertyInfo> *p_list) const;
public:
void add_node(const StringName &p_name, Ref<AnimationNode> p_node);
Ref<AnimationNode> get_node(const StringName &p_name) const;
void remove_node(const StringName &p_name);
void rename_node(const StringName &p_name, const StringName &p_new_name);
bool has_node(const StringName &p_name) const;
StringName get_node_name(const Ref<AnimationNode> &p_node) const;
void get_node_list(List<StringName> *r_nodes) const;
bool has_transition(const StringName &p_from, const StringName &p_to) const;
int find_transition(const StringName &p_from, const StringName &p_to) const;
void add_transition(const StringName &p_from, const StringName &p_to, const Ref<AnimationNodeStateMachineTransition> &p_transition);
Ref<AnimationNodeStateMachineTransition> get_transition(int p_transition) const;
StringName get_transition_from(int p_transition) const;
StringName get_transition_to(int p_transition) const;
int get_transition_count() const;
void remove_transition_by_index(int p_transition);
void remove_transition(const StringName &p_from, const StringName &p_to);
void set_start_node(const StringName &p_node);
String get_start_node() const;
void set_end_node(const StringName &p_node);
String get_end_node() const;
void set_graph_offset(const Vector2 &p_offset);
Vector2 get_graph_offset() const;
virtual float process(float p_time, bool p_seek);
virtual String get_caption() const;
bool travel(const StringName &p_state);
void start(const StringName &p_state);
void stop();
bool is_playing() const;
StringName get_current_node() const;
StringName get_blend_from_node() const;
Vector<StringName> get_travel_path() const;
float get_current_play_pos() const;
float get_current_length() const;
virtual void set_tree(AnimationTree *p_player);
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AnimationNodeStateMachine();
};
#endif // ANIMATION_NODE_STATE_MACHINE_H