limboai/bt/tasks/scene/bt_await_animation.cpp

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/**
* bt_await_animation.cpp
* =============================================================================
* Copyright 2021-2023 Serhii Snitsaruk
*
* Use of this source code is governed by an MIT-style
* license that can be found in the LICENSE file or at
* https://opensource.org/licenses/MIT.
* =============================================================================
*/
#include "bt_await_animation.h"
//**** Setters / Getters
void BTAwaitAnimation::set_animation_player(Ref<BBNode> p_animation_player) {
animation_player_param = p_animation_player;
emit_changed();
if (Engine::get_singleton()->is_editor_hint() && animation_player_param.is_valid()) {
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animation_player_param->connect(LW_NAME(changed), Callable(this, LW_NAME(emit_changed)));
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}
}
void BTAwaitAnimation::set_animation_name(const StringName &p_animation_name) {
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animation_name = p_animation_name;
emit_changed();
}
void BTAwaitAnimation::set_max_time(double p_max_time) {
max_time = p_max_time;
emit_changed();
}
//**** Task Implementation
PackedStringArray BTAwaitAnimation::get_configuration_warnings() {
PackedStringArray warnings = BTAction::get_configuration_warnings();
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if (animation_player_param.is_null()) {
warnings.append("Animation Player parameter is not set.");
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} else {
if (animation_player_param->get_value_source() == BBParam::SAVED_VALUE && animation_player_param->get_saved_value() == Variant()) {
warnings.append("Path to AnimationPlayer node is not set.");
} else if (animation_player_param->get_value_source() == BBParam::BLACKBOARD_VAR && animation_player_param->get_variable() == StringName()) {
warnings.append("AnimationPlayer blackboard variable is not set.");
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}
}
if (animation_name == StringName()) {
warnings.append("Animation Name is required in order to wait for the animation to finish.");
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}
if (max_time <= 0.0) {
warnings.append("Max time should be greater than 0.0.");
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}
return warnings;
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}
String BTAwaitAnimation::_generate_name() {
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return "AwaitAnimation" +
(animation_name != StringName() ? vformat(" \"%s\"", animation_name) : " ???") +
vformat(" max_time: %ss", Math::snapped(max_time, 0.001));
}
void BTAwaitAnimation::_setup() {
setup_failed = true;
ERR_FAIL_COND_MSG(animation_player_param.is_null(), "BTAwaitAnimation: AnimationPlayer parameter is not set.");
animation_player = Object::cast_to<AnimationPlayer>(animation_player_param->get_value(get_agent(), get_blackboard()));
ERR_FAIL_COND_MSG(animation_player == nullptr, "BTAwaitAnimation: Failed to get AnimationPlayer.");
ERR_FAIL_COND_MSG(animation_name == StringName(), "BTAwaitAnimation: Animation Name is not set.");
ERR_FAIL_COND_MSG(!animation_player->has_animation(animation_name), vformat("BTAwaitAnimation: Animation not found: %s", animation_name));
setup_failed = false;
}
BT::Status BTAwaitAnimation::_tick(double p_delta) {
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ERR_FAIL_COND_V_MSG(setup_failed == true, FAILURE, "BTAwaitAnimation: _setup() failed - returning FAILURE.");
// ! Doing this check instead of using signal due to a bug in Godot: https://github.com/godotengine/godot/issues/76127
if (animation_player->is_playing() && animation_player->get_assigned_animation() == animation_name) {
if (get_elapsed_time() < max_time) {
return RUNNING;
} else if (max_time > 0.0) {
WARN_PRINT(vformat("BTAwaitAnimation: Waiting time for the \"%s\" animation exceeded the allocated %s sec.", animation_name, max_time));
}
}
return SUCCESS;
}
//**** Godot
void BTAwaitAnimation::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_animation_player", "p_anim_player"), &BTAwaitAnimation::set_animation_player);
ClassDB::bind_method(D_METHOD("get_animation_player"), &BTAwaitAnimation::get_animation_player);
ClassDB::bind_method(D_METHOD("set_animation_name", "p_anim_name"), &BTAwaitAnimation::set_animation_name);
ClassDB::bind_method(D_METHOD("get_animation_name"), &BTAwaitAnimation::get_animation_name);
ClassDB::bind_method(D_METHOD("set_max_time", "p_time_sec"), &BTAwaitAnimation::set_max_time);
ClassDB::bind_method(D_METHOD("get_max_time"), &BTAwaitAnimation::get_max_time);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "animation_player", PROPERTY_HINT_RESOURCE_TYPE, "BBNode"), "set_animation_player", "get_animation_player");
ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "animation_name"), "set_animation_name", "get_animation_name");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "max_time", PROPERTY_HINT_RANGE, "0.0,100.0"), "set_max_time", "get_max_time");
}