63 lines
2 KiB
C++
63 lines
2 KiB
C++
#include "state_machine.hpp"
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#include "state.hpp"
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#include "utils/godot_macros.h"
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#include <godot_cpp/classes/scene_tree.hpp>
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#include <godot_cpp/variant/string_name.hpp>
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#include <godot_cpp/variant/utility_functions.hpp>
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namespace godot {
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void StateMachine::_bind_methods() {
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#define CLASSNAME StateMachine
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GDPROPERTY(initial_state, Variant::STRING_NAME);
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}
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void StateMachine::_enter_tree() { GDGAMEONLY();
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this->override_state(this->initial_state);
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}
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void StateMachine::_exit_tree() { GDGAMEONLY();
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for(KeyValue<StringName, IState*> kvp : available)
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if(!kvp.value->as_node()->is_inside_tree())
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kvp.value->as_node()->queue_free();
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}
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void StateMachine::_process(double delta_time) { GDGAMEONLY();
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if(this->state)
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this->override_state(this->state->get_next());
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}
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void StateMachine::override_state(StringName next) {
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// don't change state if target is current
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if(this->state != nullptr && next == this->state->as_node()->get_class())
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return;
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if(this->state)
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this->remove_child(this->state->as_node());
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if(next.is_empty()) {
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this->state = nullptr;
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return;
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}
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// instantiate new state if this type is not yet available
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if(!this->available.has(next)) {
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IState *instance = dynamic_cast<IState*>(Object::cast_to<Node>(ClassDB::instantiate(next)));
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if(instance == nullptr) {
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UtilityFunctions::push_error("Failure to instantiate state with class '", next, "'");
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return;
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}
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this->available.insert(next, instance);
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instance->init(this->get_parent(), this);
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instance->as_node()->set_process_mode(ProcessMode::PROCESS_MODE_INHERIT);
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}
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// set the new state and add it to the tree
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this->state = this->available.get(next);
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this->add_child(this->state->as_node());
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}
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void StateMachine::set_initial_state(StringName name) {
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this->initial_state = name;
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}
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StringName StateMachine::get_initial_state() const {
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return this->initial_state;
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}
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}
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