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-rw-r--r--scene/animation/animation_node_state_machine.h101
1 files changed, 57 insertions, 44 deletions
diff --git a/scene/animation/animation_node_state_machine.h b/scene/animation/animation_node_state_machine.h
index cdb4c7528a..1b4e010a06 100644
--- a/scene/animation/animation_node_state_machine.h
+++ b/scene/animation/animation_node_state_machine.h
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* animation_node_state_machine.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
+/**************************************************************************/
+/* animation_node_state_machine.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
#ifndef ANIMATION_NODE_STATE_MACHINE_H
#define ANIMATION_NODE_STATE_MACHINE_H
@@ -44,14 +44,20 @@ public:
SWITCH_MODE_AT_END,
};
+ enum AdvanceMode {
+ ADVANCE_MODE_DISABLED,
+ ADVANCE_MODE_ENABLED,
+ ADVANCE_MODE_AUTO,
+ };
+
private:
SwitchMode switch_mode = SWITCH_MODE_IMMEDIATE;
- bool auto_advance = false;
+ AdvanceMode advance_mode = ADVANCE_MODE_ENABLED;
StringName advance_condition;
StringName advance_condition_name;
float xfade_time = 0.0;
Ref<Curve> xfade_curve;
- bool disabled = false;
+ bool reset = true;
int priority = 1;
String advance_expression;
@@ -65,8 +71,8 @@ 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_advance_mode(AdvanceMode p_mode);
+ AdvanceMode get_advance_mode() const;
void set_advance_condition(const StringName &p_condition);
StringName get_advance_condition() const;
@@ -79,12 +85,12 @@ public:
void set_xfade_time(float p_xfade);
float get_xfade_time() const;
+ void set_reset(bool p_reset);
+ bool is_reset() const;
+
void set_xfade_curve(const Ref<Curve> &p_curve);
Ref<Curve> get_xfade_curve() const;
- void set_disabled(bool p_disabled);
- bool is_disabled() const;
-
void set_priority(int p_priority);
int get_priority() const;
@@ -92,6 +98,7 @@ public:
};
VARIANT_ENUM_CAST(AnimationNodeStateMachineTransition::SwitchMode)
+VARIANT_ENUM_CAST(AnimationNodeStateMachineTransition::AdvanceMode)
class AnimationNodeStateMachine;
@@ -111,8 +118,8 @@ class AnimationNodeStateMachinePlayback : public Resource {
StringName next;
};
- float len_current = 0.0;
- float pos_current = 0.0;
+ double len_current = 0.0;
+ double pos_current = 0.0;
bool end_loop = false;
StringName current;
@@ -128,12 +135,17 @@ class AnimationNodeStateMachinePlayback : public Resource {
bool playing = false;
StringName start_request;
- bool start_request_travel = false;
+ StringName travel_request;
+ bool reset_request = false;
+ bool reset_request_on_teleport = false;
+ bool next_request = false;
bool stop_request = false;
bool _travel(AnimationNodeStateMachine *p_state_machine, const StringName &p_travel);
+ void _start(const StringName &p_state);
+ double _process(AnimationNodeStateMachine *p_state_machine, double p_time, bool p_seek, bool p_is_external_seeking);
- double process(AnimationNodeStateMachine *p_state_machine, double p_time, bool p_seek, bool p_seek_root);
+ double process(AnimationNodeStateMachine *p_state_machine, double p_time, bool p_seek, bool p_is_external_seeking);
bool _check_advance_condition(const Ref<AnimationNodeStateMachine> p_state_machine, const Ref<AnimationNodeStateMachineTransition> p_transition) const;
@@ -141,12 +153,13 @@ protected:
static void _bind_methods();
public:
- void travel(const StringName &p_state);
- void start(const StringName &p_state);
+ void travel(const StringName &p_state, bool p_reset_on_teleport = true);
+ void start(const StringName &p_state, bool p_reset = true);
+ void next();
void stop();
bool is_playing() const;
StringName get_current_node() const;
- StringName get_blend_from_node() const;
+ StringName get_fading_from_node() const;
Vector<StringName> get_travel_path() const;
float get_current_play_pos() const;
float get_current_length() const;
@@ -239,7 +252,7 @@ public:
void set_graph_offset(const Vector2 &p_offset);
Vector2 get_graph_offset() const;
- virtual double process(double p_time, bool p_seek, bool p_seek_root) override;
+ virtual double process(double p_time, bool p_seek, bool p_is_external_seeking) override;
virtual String get_caption() const override;
virtual Ref<AnimationNode> get_child_by_name(const StringName &p_name) override;