2018-06-25 19:21:57 +00:00
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#ifndef ANIMATION_NODE_STATE_MACHINE_H
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#define ANIMATION_NODE_STATE_MACHINE_H
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2018-06-25 21:40:24 +00:00
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#include "scene/animation/animation_tree.h"
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2018-06-25 19:21:57 +00:00
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class AnimationNodeStateMachineTransition : public Resource {
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GDCLASS(AnimationNodeStateMachineTransition, Resource)
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public:
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enum SwitchMode {
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SWITCH_MODE_IMMEDIATE,
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SWITCH_MODE_SYNC,
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SWITCH_MODE_AT_END,
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};
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private:
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SwitchMode switch_mode;
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bool auto_advance;
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float xfade;
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bool disabled;
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int priority;
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protected:
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static void _bind_methods();
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public:
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void set_switch_mode(SwitchMode p_mode);
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SwitchMode get_switch_mode() const;
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void set_auto_advance(bool p_enable);
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bool has_auto_advance() const;
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void set_xfade_time(float p_xfade);
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float get_xfade_time() const;
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void set_disabled(bool p_disabled);
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bool is_disabled() const;
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void set_priority(int p_priority);
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int get_priority() const;
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AnimationNodeStateMachineTransition();
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};
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VARIANT_ENUM_CAST(AnimationNodeStateMachineTransition::SwitchMode)
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class AnimationNodeStateMachine : public AnimationRootNode {
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GDCLASS(AnimationNodeStateMachine, AnimationRootNode);
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private:
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Map<StringName, Ref<AnimationRootNode> > states;
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struct Transition {
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StringName from;
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StringName to;
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Ref<AnimationNodeStateMachineTransition> transition;
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};
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struct AStarCost {
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float distance;
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StringName prev;
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};
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Vector<Transition> transitions;
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float len_total;
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float len_current;
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float pos_current;
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int loops_current;
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bool play_start;
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StringName start_node;
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StringName end_node;
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Vector2 graph_offset;
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StringName current;
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StringName fading_from;
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float fading_time;
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float fading_pos;
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Vector<StringName> path;
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bool playing;
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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bool _set(const StringName &p_name, const Variant &p_value);
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bool _get(const StringName &p_name, Variant &r_ret) const;
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void _get_property_list(List<PropertyInfo> *p_list) const;
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public:
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void add_node(const StringName &p_name, Ref<AnimationNode> p_node);
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Ref<AnimationNode> get_node(const StringName &p_name) const;
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void remove_node(const StringName &p_name);
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void rename_node(const StringName &p_name, const StringName &p_new_name);
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bool has_node(const StringName &p_name) const;
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StringName get_node_name(const Ref<AnimationNode> &p_node) const;
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void get_node_list(List<StringName> *r_nodes) const;
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bool has_transition(const StringName &p_from, const StringName &p_to) const;
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int find_transition(const StringName &p_from, const StringName &p_to) const;
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void add_transition(const StringName &p_from, const StringName &p_to, const Ref<AnimationNodeStateMachineTransition> &p_transition);
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Ref<AnimationNodeStateMachineTransition> get_transition(int p_transition) const;
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StringName get_transition_from(int p_transition) const;
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StringName get_transition_to(int p_transition) const;
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int get_transition_count() const;
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void remove_transition_by_index(int p_transition);
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void remove_transition(const StringName &p_from, const StringName &p_to);
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void set_start_node(const StringName &p_node);
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String get_start_node() const;
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void set_end_node(const StringName &p_node);
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String get_end_node() const;
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void set_graph_offset(const Vector2 &p_offset);
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Vector2 get_graph_offset() const;
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virtual float process(float p_time, bool p_seek);
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virtual String get_caption() const;
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bool travel(const StringName &p_state);
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void start(const StringName &p_state);
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void stop();
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bool is_playing() const;
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StringName get_current_node() const;
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StringName get_blend_from_node() const;
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Vector<StringName> get_travel_path() const;
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float get_current_play_pos() const;
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float get_current_length() const;
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2018-06-25 21:40:24 +00:00
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virtual void set_tree(AnimationTree *p_player);
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2018-06-25 19:21:57 +00:00
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AnimationNodeStateMachine();
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};
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#endif // ANIMATION_NODE_STATE_MACHINE_H
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