71 lines
1.7 KiB
C++
71 lines
1.7 KiB
C++
#ifndef ACTOR_STATE_MACHINE_H
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#define ACTOR_STATE_MACHINE_H
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#include "core/string/string_name.h"
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#include "scene/main/node.h"
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#include "core/object/ref_counted.h"
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class ActorBody;
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class ActorState : public RefCounted {
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GDCLASS(ActorState, Object);
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static void _bind_methods();
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public:
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virtual void state_entered() {}
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virtual void process(double delta) {}
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virtual StringName next_state() const {
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return this->get_class();
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}
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virtual void state_exited() {}
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protected:
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ActorBody *body{nullptr};
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friend class ActorStateMachine;
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};
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class ActorStateMachine : public Node {
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GDCLASS(ActorStateMachine, Node);
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static void _bind_methods();
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void _notification(int what);
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void ready();
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void process(double delta);
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template <class TState>
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void add_state();
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void try_next_state();
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void switch_state(ActorState *state);
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private:
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ActorBody *body{nullptr};
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ActorState *current_state{};
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HashMap<StringName, ActorState*> states{};
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};
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template <class TState>
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void ActorStateMachine::add_state() {
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ActorState *state{memnew(TState)};
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state->body = this->body;
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this->states.insert(TState::get_class_static(), state);
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if(current_state == nullptr) {
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this->current_state = state;
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}
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}
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class IdleState : public ActorState {
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GDCLASS(IdleState, ActorState);
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static void _bind_methods();
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public:
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virtual void state_exited() override;
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virtual StringName next_state() const override;
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};
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class ActingState : public ActorState {
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GDCLASS(ActingState, ActorState);
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static void _bind_methods();
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public:
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virtual void state_entered() override;
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virtual void process(double delta) override;
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virtual StringName next_state() const override;
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private:
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double const seconds_to_wait{1.0};
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double timer{0.0};
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};
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#endif // !ACTOR_STATE_MACHINE_H
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