Make restart in NodeStateMachine / NodeTransition optional
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5bcf016f11
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@ -161,4 +161,9 @@
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</description>
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</method>
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</methods>
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<members>
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<member name="allow_transition_to_self" type="bool" setter="set_allow_transition_to_self" getter="is_allow_transition_to_self" default="false">
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If [code]true[/code], allows teleport to the self state with [method AnimationNodeStateMachinePlayback.travel]. When the reset option is enabled in [method AnimationNodeStateMachinePlayback.travel], the animation is restarted. If [code]false[/code], nothing happens on the teleportation to the self state.
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</member>
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</members>
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</class>
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@ -44,6 +44,9 @@
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</method>
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</methods>
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<members>
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<member name="allow_transition_to_self" type="bool" setter="set_allow_transition_to_self" getter="is_allow_transition_to_self" default="false">
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If [code]true[/code], allows transition to the self state. When the reset option is enabled in input, the animation is restarted. If [code]false[/code], nothing happens on the transition to the self state.
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</member>
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<member name="input_count" type="int" setter="set_input_count" getter="get_input_count" default="0">
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The number of enabled input ports for this node.
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</member>
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@ -800,6 +800,14 @@ Ref<Curve> AnimationNodeTransition::get_xfade_curve() const {
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return xfade_curve;
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}
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void AnimationNodeTransition::set_allow_transition_to_self(bool p_enable) {
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allow_transition_to_self = p_enable;
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}
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bool AnimationNodeTransition::is_allow_transition_to_self() const {
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return allow_transition_to_self;
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}
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double AnimationNodeTransition::process(double p_time, bool p_seek, bool p_is_external_seeking) {
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String cur_transition_request = get_parameter(transition_request);
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int cur_current_index = get_parameter(current_index);
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@ -815,20 +823,22 @@ double AnimationNodeTransition::process(double p_time, bool p_seek, bool p_is_ex
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int new_idx = find_input(cur_transition_request);
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if (new_idx >= 0) {
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if (cur_current_index == new_idx) {
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if (allow_transition_to_self) {
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// Transition to same state.
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restart = input_data[cur_current_index].reset;
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cur_prev_xfading = 0;
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set_parameter(prev_xfading, 0);
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cur_prev_index = -1;
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set_parameter(prev_index, -1);
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}
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} else {
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switched = true;
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cur_prev_index = cur_current_index;
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set_parameter(prev_index, cur_current_index);
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}
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cur_current_index = new_idx;
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set_parameter(current_index, cur_current_index);
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set_parameter(current_state, cur_transition_request);
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}
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} else {
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ERR_PRINT("No such input: '" + cur_transition_request + "'");
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}
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@ -932,8 +942,12 @@ void AnimationNodeTransition::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_xfade_curve", "curve"), &AnimationNodeTransition::set_xfade_curve);
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ClassDB::bind_method(D_METHOD("get_xfade_curve"), &AnimationNodeTransition::get_xfade_curve);
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ClassDB::bind_method(D_METHOD("set_allow_transition_to_self", "enable"), &AnimationNodeTransition::set_allow_transition_to_self);
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ClassDB::bind_method(D_METHOD("is_allow_transition_to_self"), &AnimationNodeTransition::is_allow_transition_to_self);
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "xfade_time", PROPERTY_HINT_RANGE, "0,120,0.01,suffix:s"), "set_xfade_time", "get_xfade_time");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "xfade_curve", PROPERTY_HINT_RESOURCE_TYPE, "Curve"), "set_xfade_curve", "get_xfade_curve");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "allow_transition_to_self"), "set_allow_transition_to_self", "is_allow_transition_to_self");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "input_count", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_EDITOR | PROPERTY_USAGE_ARRAY | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED, "Inputs,input_"), "set_input_count", "get_input_count");
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}
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@ -294,6 +294,7 @@ class AnimationNodeTransition : public AnimationNodeSync {
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double xfade_time = 0.0;
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Ref<Curve> xfade_curve;
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bool allow_transition_to_self = false;
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protected:
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bool _get(const StringName &p_path, Variant &r_ret) const;
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@ -325,6 +326,9 @@ public:
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void set_xfade_curve(const Ref<Curve> &p_curve);
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Ref<Curve> get_xfade_curve() const;
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void set_allow_transition_to_self(bool p_enable);
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bool is_allow_transition_to_self() const;
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double process(double p_time, bool p_seek, bool p_is_external_seeking) override;
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AnimationNodeTransition();
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@ -252,7 +252,7 @@ bool AnimationNodeStateMachinePlayback::_travel(AnimationNodeStateMachine *p_sta
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path.clear(); //a new one will be needed
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if (current == p_travel) {
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return false; // Will teleport oneself (restart).
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return !p_state_machine->is_allow_transition_to_self();
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}
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Vector2 current_pos = p_state_machine->states[current].position;
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@ -813,6 +813,14 @@ void AnimationNodeStateMachine::replace_node(const StringName &p_name, Ref<Anima
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p_node->connect("tree_changed", callable_mp(this, &AnimationNodeStateMachine::_tree_changed), CONNECT_REFERENCE_COUNTED);
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}
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void AnimationNodeStateMachine::set_allow_transition_to_self(bool p_enable) {
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allow_transition_to_self = p_enable;
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}
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bool AnimationNodeStateMachine::is_allow_transition_to_self() const {
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return allow_transition_to_self;
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}
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bool AnimationNodeStateMachine::can_edit_node(const StringName &p_name) const {
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if (states.has(p_name)) {
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return !(states[p_name].node->is_class("AnimationNodeStartState") || states[p_name].node->is_class("AnimationNodeEndState"));
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@ -1383,6 +1391,11 @@ void AnimationNodeStateMachine::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_graph_offset", "offset"), &AnimationNodeStateMachine::set_graph_offset);
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ClassDB::bind_method(D_METHOD("get_graph_offset"), &AnimationNodeStateMachine::get_graph_offset);
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ClassDB::bind_method(D_METHOD("set_allow_transition_to_self", "enable"), &AnimationNodeStateMachine::set_allow_transition_to_self);
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ClassDB::bind_method(D_METHOD("is_allow_transition_to_self"), &AnimationNodeStateMachine::is_allow_transition_to_self);
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "allow_transition_to_self"), "set_allow_transition_to_self", "is_allow_transition_to_self");
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}
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AnimationNodeStateMachine::AnimationNodeStateMachine() {
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@ -188,6 +188,7 @@ private:
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};
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HashMap<StringName, State> states;
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bool allow_transition_to_self = false;
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struct Transition {
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StringName from;
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@ -254,6 +255,9 @@ public:
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void remove_transition_by_index(const int p_transition);
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void remove_transition(const StringName &p_from, const StringName &p_to);
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void set_allow_transition_to_self(bool p_enable);
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bool is_allow_transition_to_self() const;
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bool can_edit_node(const StringName &p_name) const;
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AnimationNodeStateMachine *get_prev_state_machine() const;
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