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Add node started/finished signals for animation state machines
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commit
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4 changed files with 62 additions and 17 deletions
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@ -93,4 +93,19 @@
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<members>
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<member name="resource_local_to_scene" type="bool" setter="set_local_to_scene" getter="is_local_to_scene" overrides="Resource" default="true" />
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</members>
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<signals>
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<signal name="state_finished">
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<param index="0" name="state" type="StringName" />
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<description>
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Emitted when the [param state] finishes playback. If [param state] is a state machine set to grouped mode, its signals are passed through with its name prefixed.
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If there is a crossfade, this will be fired when the influence of the [method get_fading_from_node] animation is no longer present.
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</description>
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</signal>
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<signal name="state_started">
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<param index="0" name="state" type="StringName" />
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<description>
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Emitted when the [param state] starts playback. If [param state] is a state machine set to grouped mode, its signals are passed through with its name prefixed.
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</description>
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</signal>
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</signals>
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</class>
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@ -200,10 +200,12 @@ void AnimationNodeStateMachinePlayback::_set_current(AnimationNodeStateMachine *
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return;
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}
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AnimationTree *tree = p_state_machine->process_state ? p_state_machine->process_state->tree : nullptr;
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Ref<AnimationNodeStateMachine> anodesm = p_state_machine->find_node_by_path(current);
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if (anodesm.is_null()) {
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group_start_transition = Ref<AnimationNodeStateMachineTransition>();
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group_end_transition = Ref<AnimationNodeStateMachineTransition>();
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_signal_state_change(tree, current, true);
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return;
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}
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@ -247,6 +249,8 @@ void AnimationNodeStateMachinePlayback::_set_current(AnimationNodeStateMachine *
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if (anodesm_end_size != group_end_size) {
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ERR_PRINT_ED("There is a mismatch in the number of end transitions in and out of the Grouped AnimationNodeStateMachine on AnimationNodeStateMachine: " + base_path + current + ".");
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}
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} else {
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_signal_state_change(tree, current, true);
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}
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}
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@ -346,12 +350,35 @@ float AnimationNodeStateMachinePlayback::get_fading_pos() const {
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return fading_pos;
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}
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bool _is_grouped_state_machine(const Ref<AnimationNodeStateMachine> p_node) {
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return p_node.is_valid() && p_node->get_state_machine_type() == AnimationNodeStateMachine::STATE_MACHINE_TYPE_GROUPED;
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}
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void AnimationNodeStateMachinePlayback::_clear_fading(AnimationNodeStateMachine *p_state_machine, const StringName &p_state) {
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if (!p_state.is_empty() && !_is_grouped_state_machine(p_state_machine->get_node(p_state))) {
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_signal_state_change(p_state_machine->get_animation_tree(), p_state, false);
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}
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fading_from = StringName();
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fadeing_from_nti = AnimationNode::NodeTimeInfo();
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}
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void AnimationNodeStateMachinePlayback::_signal_state_change(AnimationTree *p_animation_tree, const StringName &p_state, bool p_started) {
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if (is_grouped && p_animation_tree && p_state != SceneStringName(Start) && p_state != SceneStringName(End)) {
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AnimationNodeStateMachinePlayback *parent_playback = *_get_parent_playback(p_animation_tree);
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if (parent_playback) {
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String prefix = base_path.substr(base_path.rfind_char('/', base_path.length() - 2) + 1);
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parent_playback->_signal_state_change(p_animation_tree, prefix + p_state, p_started);
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}
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}
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emit_signal(p_started ? SceneStringName(state_started) : SceneStringName(state_finished), p_state);
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}
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void AnimationNodeStateMachinePlayback::_clear_path_children(AnimationTree *p_tree, AnimationNodeStateMachine *p_state_machine, bool p_test_only) {
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List<AnimationNode::ChildNode> child_nodes;
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p_state_machine->get_child_nodes(&child_nodes);
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for (const AnimationNode::ChildNode &child_node : child_nodes) {
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Ref<AnimationNodeStateMachine> anodesm = child_node.node;
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if (anodesm.is_valid() && anodesm->get_state_machine_type() == AnimationNodeStateMachine::STATE_MACHINE_TYPE_GROUPED) {
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if (_is_grouped_state_machine(anodesm)) {
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Ref<AnimationNodeStateMachinePlayback> playback = p_tree->get(base_path + child_node.name + "/playback");
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ERR_FAIL_COND(playback.is_null());
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playback->_set_base_path(base_path + child_node.name + "/");
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@ -678,8 +705,8 @@ bool AnimationNodeStateMachinePlayback::_make_travel_path(AnimationTree *p_tree,
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}
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}
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AnimationNode::NodeTimeInfo AnimationNodeStateMachinePlayback::process(const String &p_base_path, AnimationNodeStateMachine *p_state_machine, const AnimationMixer::PlaybackInfo p_playback_info, bool p_test_only) {
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AnimationNode::NodeTimeInfo nti = _process(p_base_path, p_state_machine, p_playback_info, p_test_only);
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AnimationNode::NodeTimeInfo AnimationNodeStateMachinePlayback::process(AnimationNodeStateMachine *p_state_machine, const AnimationMixer::PlaybackInfo p_playback_info, bool p_test_only) {
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AnimationNode::NodeTimeInfo nti = _process(p_state_machine, p_playback_info, p_test_only);
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start_request = StringName();
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next_request = false;
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stop_request = false;
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@ -687,9 +714,7 @@ AnimationNode::NodeTimeInfo AnimationNodeStateMachinePlayback::process(const Str
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return nti;
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}
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AnimationNode::NodeTimeInfo AnimationNodeStateMachinePlayback::_process(const String &p_base_path, AnimationNodeStateMachine *p_state_machine, const AnimationMixer::PlaybackInfo p_playback_info, bool p_test_only) {
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_set_base_path(p_base_path);
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AnimationNode::NodeTimeInfo AnimationNodeStateMachinePlayback::_process(AnimationNodeStateMachine *p_state_machine, const AnimationMixer::PlaybackInfo p_playback_info, bool p_test_only) {
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AnimationTree *tree = p_state_machine->process_state->tree;
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double p_time = p_playback_info.time;
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@ -789,7 +814,7 @@ AnimationNode::NodeTimeInfo AnimationNodeStateMachinePlayback::_process(const St
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if (teleport_request) {
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teleport_request = false;
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// Clear fadeing on teleport.
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// Clear fading on teleport.
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fading_from = StringName();
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fadeing_from_nti = AnimationNode::NodeTimeInfo();
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fading_pos = 0;
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@ -871,8 +896,7 @@ AnimationNode::NodeTimeInfo AnimationNodeStateMachinePlayback::_process(const St
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if (Animation::is_greater_or_equal_approx(fading_pos, fading_time)) {
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// Finish fading.
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fading_from = StringName();
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fadeing_from_nti = AnimationNode::NodeTimeInfo();
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_clear_fading(p_state_machine, fading_from);
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}
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}
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@ -932,8 +956,7 @@ bool AnimationNodeStateMachinePlayback::_transition_to_next_recursive(AnimationT
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pi.weight = 0;
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p_state_machine->blend_node(p_state_machine->states[current].node, current, pi, AnimationNode::FILTER_IGNORE, true, p_test_only);
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}
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fading_from = StringName();
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fadeing_from_nti = AnimationNode::NodeTimeInfo();
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_clear_fading(p_state_machine, current);
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fading_time = 0;
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fading_pos = 0;
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}
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@ -998,9 +1021,8 @@ bool AnimationNodeStateMachinePlayback::_can_transition_to_next(AnimationTree *p
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playback = playback->duplicate();
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}
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playback->_next_main();
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// Then, fadeing should be end.
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fading_from = StringName();
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fadeing_from_nti = AnimationNode::NodeTimeInfo();
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// Then, fading should end.
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_clear_fading(p_state_machine, fading_from);
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fading_pos = 0;
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} else {
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return true;
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@ -1194,6 +1216,9 @@ void AnimationNodeStateMachinePlayback::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_current_length"), &AnimationNodeStateMachinePlayback::get_current_length);
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ClassDB::bind_method(D_METHOD("get_fading_from_node"), &AnimationNodeStateMachinePlayback::get_fading_from_node);
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ClassDB::bind_method(D_METHOD("get_travel_path"), &AnimationNodeStateMachinePlayback::_get_travel_path);
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ADD_SIGNAL(MethodInfo(SceneStringName(state_started), PropertyInfo(Variant::STRING_NAME, "state")));
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ADD_SIGNAL(MethodInfo(SceneStringName(state_finished), PropertyInfo(Variant::STRING_NAME, "state")));
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}
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AnimationNodeStateMachinePlayback::AnimationNodeStateMachinePlayback() {
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@ -1611,12 +1636,13 @@ Vector2 AnimationNodeStateMachine::get_graph_offset() const {
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AnimationNode::NodeTimeInfo AnimationNodeStateMachine::_process(const AnimationMixer::PlaybackInfo p_playback_info, bool p_test_only) {
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Ref<AnimationNodeStateMachinePlayback> playback_new = get_parameter(playback);
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ERR_FAIL_COND_V(playback_new.is_null(), AnimationNode::NodeTimeInfo());
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playback_new->_set_base_path(node_state.get_base_path());
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playback_new->_set_grouped(state_machine_type == STATE_MACHINE_TYPE_GROUPED);
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if (p_test_only) {
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playback_new = playback_new->duplicate(); // Don't process original when testing.
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}
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return playback_new->process(node_state.get_base_path(), this, p_playback_info, p_test_only);
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return playback_new->process(this, p_playback_info, p_test_only);
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}
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String AnimationNodeStateMachine::get_caption() const {
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@ -288,6 +288,8 @@ class AnimationNodeStateMachinePlayback : public Resource {
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bool is_grouped = false;
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void _clear_fading(AnimationNodeStateMachine *p_state_machine, const StringName &p_state);
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void _signal_state_change(AnimationTree *p_animation_tree, const StringName &p_state, bool p_started);
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void _travel_main(const StringName &p_state, bool p_reset_on_teleport = true);
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void _start_main(const StringName &p_state, bool p_reset = true);
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void _next_main();
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@ -302,8 +304,8 @@ class AnimationNodeStateMachinePlayback : public Resource {
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bool _travel_children(AnimationTree *p_tree, AnimationNodeStateMachine *p_state_machine, const String &p_path, bool p_is_allow_transition_to_self, bool p_is_parent_same_state, bool p_test_only);
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void _start_children(AnimationTree *p_tree, AnimationNodeStateMachine *p_state_machine, const String &p_path, bool p_test_only);
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AnimationNode::NodeTimeInfo process(const String &p_base_path, AnimationNodeStateMachine *p_state_machine, const AnimationMixer::PlaybackInfo p_playback_info, bool p_test_only);
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AnimationNode::NodeTimeInfo _process(const String &p_base_path, AnimationNodeStateMachine *p_state_machine, const AnimationMixer::PlaybackInfo p_playback_info, bool p_test_only);
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AnimationNode::NodeTimeInfo process(AnimationNodeStateMachine *p_state_machine, const AnimationMixer::PlaybackInfo p_playback_info, bool p_test_only);
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AnimationNode::NodeTimeInfo _process(AnimationNodeStateMachine *p_state_machine, const AnimationMixer::PlaybackInfo p_playback_info, bool p_test_only);
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bool _check_advance_condition(const Ref<AnimationNodeStateMachine> p_state_machine, const Ref<AnimationNodeStateMachineTransition> p_transition) const;
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bool _transition_to_next_recursive(AnimationTree *p_tree, AnimationNodeStateMachine *p_state_machine, double p_delta, bool p_test_only);
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@ -153,6 +153,8 @@ public:
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const StringName Start = "Start";
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const StringName End = "End";
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const StringName state_started = "state_started";
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const StringName state_finished = "state_finished";
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const StringName FlatButton = "FlatButton";
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};
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