Merge branch 'animation-tasks'

This commit is contained in:
Serhii Snitsaruk 2023-08-14 17:38:20 +02:00
commit 51fb7b83ae
21 changed files with 741 additions and 83 deletions

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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()) {
animation_player_param->connect(SNAME("changed"), Callable(this, SNAME("emit_changed")));
}
}
void BTAwaitAnimation::set_animation_name(StringName p_animation_name) {
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
String BTAwaitAnimation::get_configuration_warning() const {
String warning = BTAction::get_configuration_warning();
if (!warning.is_empty()) {
warning += "\n";
}
if (animation_player_param.is_null()) {
warning += "Animation Player parameter is not set.\n";
} else {
if (animation_player_param->get_value_source() == BBParam::SAVED_VALUE && animation_player_param->get_saved_value().is_zero()) {
warning += "Path to AnimationPlayer node is not set.\n";
} else if (animation_player_param->get_value_source() == BBParam::BLACKBOARD_VAR && animation_player_param->get_variable().is_empty()) {
warning += "AnimationPlayer blackboard variable is not set.\n";
}
}
if (animation_name == StringName()) {
warning += "Animation Name is required in order to wait for the animation to finish.\n";
}
if (max_time <= 0.0) {
warning += "Max time should be greater than 0.0.\n";
}
return warning;
}
String BTAwaitAnimation::_generate_name() const {
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;
}
int BTAwaitAnimation::_tick(double p_delta) {
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");
}

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/**
* bt_await_animation.h
* =============================================================================
* 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.
* =============================================================================
*/
#ifndef BT_AWAIT_ANIMATION_H
#define BT_AWAIT_ANIMATION_H
#include "bt_action.h"
#include "modules/limboai/blackboard/bb_param/bb_node.h"
#include "scene/animation/animation_player.h"
class BTAwaitAnimation : public BTAction {
GDCLASS(BTAwaitAnimation, BTAction);
private:
Ref<BBNode> animation_player_param;
StringName animation_name;
double max_time = 1.0;
AnimationPlayer *animation_player = nullptr;
bool setup_failed = false;
protected:
static void _bind_methods();
virtual String _generate_name() const override;
virtual void _setup() override;
virtual int _tick(double p_delta) override;
public:
void set_animation_player(Ref<BBNode> p_animation_player);
Ref<BBNode> get_animation_player() const { return animation_player_param; }
void set_animation_name(StringName p_animation_name);
StringName get_animation_name() const { return animation_name; }
void set_max_time(double p_max_time);
double get_max_time() const { return max_time; }
virtual String get_configuration_warning() const override;
};
#endif // BT_AWAIT_ANIMATION

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/**
* bt_pause_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_pause_animation.h"
//**** Setters / Getters
void BTPauseAnimation::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()) {
animation_player_param->connect(SNAME("changed"), Callable(this, SNAME("emit_changed")));
}
}
//**** Task Implementation
String BTPauseAnimation::get_configuration_warning() const {
String warning = BTAction::get_configuration_warning();
if (!warning.is_empty()) {
warning += "\n";
}
if (animation_player_param.is_null()) {
warning += "Animation Player parameter is not set.\n";
} else {
if (animation_player_param->get_value_source() == BBParam::SAVED_VALUE && animation_player_param->get_saved_value().is_zero()) {
warning += "Path to AnimationPlayer node is not set.\n";
} else if (animation_player_param->get_value_source() == BBParam::BLACKBOARD_VAR && animation_player_param->get_variable().is_empty()) {
warning += "AnimationPlayer blackboard variable is not set.\n";
}
}
return warning;
}
String BTPauseAnimation::_generate_name() const {
return "PauseAnimation";
}
void BTPauseAnimation::_setup() {
setup_failed = true;
ERR_FAIL_COND_MSG(animation_player_param.is_null(), "BTPauseAnimation: 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, "BTPauseAnimation: Failed to get AnimationPlayer.");
setup_failed = false;
}
int BTPauseAnimation::_tick(double p_delta) {
ERR_FAIL_COND_V_MSG(setup_failed == true, FAILURE, "BTPauseAnimation: _setup() failed - returning FAILURE.");
animation_player->pause();
return SUCCESS;
}
//**** Godot
void BTPauseAnimation::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_animation_player", "p_anim_player"), &BTPauseAnimation::set_animation_player);
ClassDB::bind_method(D_METHOD("get_animation_player"), &BTPauseAnimation::get_animation_player);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "animation_player", PROPERTY_HINT_RESOURCE_TYPE, "BBNode"), "set_animation_player", "get_animation_player");
}

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/**
* bt_pause_animation.h
* =============================================================================
* 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.
* =============================================================================
*/
#ifndef BT_PAUSE_ANIMATION_H
#define BT_PAUSE_ANIMATION_H
#include "bt_action.h"
#include "modules/limboai/blackboard/bb_param/bb_node.h"
#include "scene/animation/animation_player.h"
class BTPauseAnimation : public BTAction {
GDCLASS(BTPauseAnimation, BTAction);
private:
Ref<BBNode> animation_player_param;
AnimationPlayer *animation_player = nullptr;
bool setup_failed = false;
protected:
static void _bind_methods();
virtual String _generate_name() const override;
virtual void _setup() override;
virtual int _tick(double p_delta) override;
public:
void set_animation_player(Ref<BBNode> p_animation_player);
Ref<BBNode> get_animation_player() const { return animation_player_param; }
virtual String get_configuration_warning() const override;
};
#endif // BT_PAUSE_ANIMATION

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/**
* bt_play_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_play_animation.h"
#include "core/math/math_funcs.h"
//**** Setters / Getters
void BTPlayAnimation::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()) {
animation_player_param->connect(SNAME("changed"), Callable(this, SNAME("emit_changed")));
}
}
void BTPlayAnimation::set_animation_name(StringName p_animation_name) {
animation_name = p_animation_name;
emit_changed();
}
void BTPlayAnimation::set_await_completion(double p_await_completion) {
await_completion = p_await_completion;
emit_changed();
}
void BTPlayAnimation::set_blend(double p_blend) {
blend = p_blend;
emit_changed();
}
void BTPlayAnimation::set_speed(double p_speed) {
speed = p_speed;
emit_changed();
}
void BTPlayAnimation::set_from_end(bool p_from_end) {
from_end = p_from_end;
emit_changed();
}
//**** Task Implementation
String BTPlayAnimation::get_configuration_warning() const {
String warning = BTAction::get_configuration_warning();
if (!warning.is_empty()) {
warning += "\n";
}
if (animation_player_param.is_null()) {
warning += "Animation Player parameter is not set.\n";
} else {
if (animation_player_param->get_value_source() == BBParam::SAVED_VALUE && animation_player_param->get_saved_value().is_zero()) {
warning += "Path to AnimationPlayer node is not set.\n";
} else if (animation_player_param->get_value_source() == BBParam::BLACKBOARD_VAR && animation_player_param->get_variable().is_empty()) {
warning += "AnimationPlayer blackboard variable is not set.\n";
}
}
if (animation_name == StringName() && await_completion > 0.0) {
warning += "Animation Name is required in order to wait for the animation to finish.\n";
}
return warning;
}
String BTPlayAnimation::_generate_name() const {
return "PlayAnimation" +
(animation_name != StringName() ? vformat(" \"%s\"", animation_name) : "") +
(blend >= 0.0 ? vformat(" blend: %ss", Math::snapped(blend, 0.001)) : "") +
(speed != 1.0 ? vformat(" speed: %s", Math::snapped(speed, 0.001)) : "") +
(from_end != false ? vformat(" from_end: %s", from_end) : "") +
(await_completion > 0.0 ? vformat(" await_completion: %ss", Math::snapped(await_completion, 0.001)) : "");
}
void BTPlayAnimation::_setup() {
setup_failed = true;
ERR_FAIL_COND_MSG(animation_player_param.is_null(), "BTPlayAnimation: 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, "BTPlayAnimation: Failed to get AnimationPlayer.");
ERR_FAIL_COND_MSG(animation_name != StringName() && !animation_player->has_animation(animation_name), vformat("BTPlayAnimation: Animation not found: %s", animation_name));
if (animation_name == StringName() && await_completion > 0.0) {
WARN_PRINT("BTPlayAnimation: Animation Name is required in order to wait for the animation to finish.");
}
setup_failed = false;
}
void BTPlayAnimation::_enter() {
if (!setup_failed) {
animation_player->play(animation_name, blend, speed, from_end);
}
}
int BTPlayAnimation::_tick(double p_delta) {
ERR_FAIL_COND_V_MSG(setup_failed == true, FAILURE, "BTPlayAnimation: _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() < await_completion) {
return RUNNING;
} else if (await_completion > 0.0) {
WARN_PRINT(vformat("BTPlayAnimation: Waiting time for the \"%s\" animation exceeded the allocated %s sec.", animation_name, await_completion));
}
}
return SUCCESS;
}
//**** Godot
void BTPlayAnimation::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_animation_player", "p_anim_player"), &BTPlayAnimation::set_animation_player);
ClassDB::bind_method(D_METHOD("get_animation_player"), &BTPlayAnimation::get_animation_player);
ClassDB::bind_method(D_METHOD("set_animation_name", "p_anim_name"), &BTPlayAnimation::set_animation_name);
ClassDB::bind_method(D_METHOD("get_animation_name"), &BTPlayAnimation::get_animation_name);
ClassDB::bind_method(D_METHOD("set_await_completion", "p_time_sec"), &BTPlayAnimation::set_await_completion);
ClassDB::bind_method(D_METHOD("get_await_completion"), &BTPlayAnimation::get_await_completion);
ClassDB::bind_method(D_METHOD("set_blend", "p_blend"), &BTPlayAnimation::set_blend);
ClassDB::bind_method(D_METHOD("get_blend"), &BTPlayAnimation::get_blend);
ClassDB::bind_method(D_METHOD("set_speed", "p_speed"), &BTPlayAnimation::set_speed);
ClassDB::bind_method(D_METHOD("get_speed"), &BTPlayAnimation::get_speed);
ClassDB::bind_method(D_METHOD("set_from_end", "p_from_end"), &BTPlayAnimation::set_from_end);
ClassDB::bind_method(D_METHOD("get_from_end"), &BTPlayAnimation::get_from_end);
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "await_completion", PROPERTY_HINT_RANGE, "0.0,100.0"), "set_await_completion", "get_await_completion");
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, "blend"), "set_blend", "get_blend");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "speed"), "set_speed", "get_speed");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "from_end"), "set_from_end", "get_from_end");
}

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/**
* bt_play_animation.h
* =============================================================================
* 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.
* =============================================================================
*/
#ifndef BT_PLAY_ANIMATION_H
#define BT_PLAY_ANIMATION_H
#include "bt_action.h"
#include "modules/limboai/blackboard/bb_param/bb_node.h"
#include "scene/animation/animation_player.h"
class BTPlayAnimation : public BTAction {
GDCLASS(BTPlayAnimation, BTAction);
private:
Ref<BBNode> animation_player_param;
StringName animation_name;
double await_completion = 0.0;
double blend = -1.0;
double speed = 1.0;
bool from_end = false;
AnimationPlayer *animation_player = nullptr;
bool setup_failed = false;
protected:
static void _bind_methods();
virtual String _generate_name() const override;
virtual void _setup() override;
virtual void _enter() override;
virtual int _tick(double p_delta) override;
public:
void set_animation_player(Ref<BBNode> p_animation_player);
Ref<BBNode> get_animation_player() const { return animation_player_param; }
void set_animation_name(StringName p_animation_name);
StringName get_animation_name() const { return animation_name; }
void set_await_completion(double p_await_completion);
double get_await_completion() const { return await_completion; }
void set_blend(double p_blend);
double get_blend() const { return blend; }
void set_speed(double p_speed);
double get_speed() const { return speed; }
void set_from_end(bool p_from_end);
bool get_from_end() const { return from_end; }
virtual String get_configuration_warning() const override;
};
#endif // BT_PLAY_ANIMATION

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/**
* bt_stop_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 "modules/limboai/bt/actions/bt_stop_animation.h"
//**** Setters / Getters
void BTStopAnimation::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()) {
animation_player_param->connect(SNAME("changed"), Callable(this, SNAME("emit_changed")));
}
}
void BTStopAnimation::set_animation_name(StringName p_animation_name) {
animation_name = p_animation_name;
emit_changed();
}
void BTStopAnimation::set_keep_state(bool p_keep_state) {
keep_state = p_keep_state;
emit_changed();
}
//**** Task Implementation
String BTStopAnimation::get_configuration_warning() const {
String warning = BTAction::get_configuration_warning();
if (!warning.is_empty()) {
warning += "\n";
}
if (animation_player_param.is_null()) {
warning += "Animation Player parameter is not set.\n";
} else {
if (animation_player_param->get_value_source() == BBParam::SAVED_VALUE && animation_player_param->get_saved_value().is_zero()) {
warning += "Path to AnimationPlayer node is not set.\n";
} else if (animation_player_param->get_value_source() == BBParam::BLACKBOARD_VAR && animation_player_param->get_variable().is_empty()) {
warning += "AnimationPlayer blackboard variable is not set.\n";
}
}
return warning;
}
String BTStopAnimation::_generate_name() const {
return "StopAnimation" +
(animation_name != StringName() ? vformat(" \"%s\"", animation_name) : "") +
(keep_state ? " keep_state: true" : "");
}
void BTStopAnimation::_setup() {
setup_failed = true;
ERR_FAIL_COND_MSG(animation_player_param.is_null(), "BTStopAnimation: 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, "BTStopAnimation: Failed to get AnimationPlayer.");
if (animation_name != StringName()) {
ERR_FAIL_COND_MSG(!animation_player->has_animation(animation_name), vformat("BTStopAnimation: Animation not found: %s", animation_name));
}
setup_failed = false;
}
int BTStopAnimation::_tick(double p_delta) {
ERR_FAIL_COND_V_MSG(setup_failed == true, FAILURE, "BTStopAnimation: _setup() failed - returning FAILURE.");
if (animation_player->is_playing() && (animation_name == StringName() || animation_name == animation_player->get_assigned_animation())) {
animation_player->stop(keep_state);
}
return SUCCESS;
}
//**** Godot
void BTStopAnimation::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_animation_player", "p_anim_player"), &BTStopAnimation::set_animation_player);
ClassDB::bind_method(D_METHOD("get_animation_player"), &BTStopAnimation::get_animation_player);
ClassDB::bind_method(D_METHOD("set_animation_name", "p_anim_name"), &BTStopAnimation::set_animation_name);
ClassDB::bind_method(D_METHOD("get_animation_name"), &BTStopAnimation::get_animation_name);
ClassDB::bind_method(D_METHOD("set_keep_state", "p_keep_state"), &BTStopAnimation::set_keep_state);
ClassDB::bind_method(D_METHOD("get_keep_state"), &BTStopAnimation::get_keep_state);
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::BOOL, "keep_state"), "set_keep_state", "get_keep_state");
}

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/**
* bt_stop_animation.h
* =============================================================================
* 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.
* =============================================================================
*/
#ifndef BT_STOP_ANIMATION_H
#define BT_STOP_ANIMATION_H
#include "bt_action.h"
#include "modules/limboai/blackboard/bb_param/bb_node.h"
#include "scene/animation/animation_player.h"
class BTStopAnimation : public BTAction {
GDCLASS(BTStopAnimation, BTAction);
private:
Ref<BBNode> animation_player_param;
StringName animation_name;
bool keep_state = false;
AnimationPlayer *animation_player = nullptr;
bool setup_failed = false;
protected:
static void _bind_methods();
virtual String _generate_name() const override;
virtual void _setup() override;
virtual int _tick(double p_delta) override;
public:
void set_animation_player(Ref<BBNode> p_animation_player);
Ref<BBNode> get_animation_player() const { return animation_player_param; }
void set_animation_name(StringName p_animation_name);
StringName get_animation_name() const { return animation_name; }
void set_keep_state(bool p_keep_state);
bool get_keep_state() const { return keep_state; }
virtual String get_configuration_warning() const override;
};
#endif // BT_STOP_ANIMATION

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@ -60,6 +60,7 @@ def get_doc_classes():
"BTAction", "BTAction",
"BTAlwaysFail", "BTAlwaysFail",
"BTAlwaysSucceed", "BTAlwaysSucceed",
"BTAwaitAnimation",
"BTCheckAgentProperty", "BTCheckAgentProperty",
"BTCheckTrigger", "BTCheckTrigger",
"BTCheckVar", "BTCheckVar",
@ -76,6 +77,8 @@ def get_doc_classes():
"BTInvert", "BTInvert",
"BTNewScope", "BTNewScope",
"BTParallel", "BTParallel",
"BTPauseAnimation",
"BTPlayAnimation",
"BTPlayer", "BTPlayer",
"BTProbability", "BTProbability",
"BTRandomSelector", "BTRandomSelector",
@ -90,6 +93,7 @@ def get_doc_classes():
"BTSetAgentProperty", "BTSetAgentProperty",
"BTSetVar", "BTSetVar",
"BTState", "BTState",
"BTStopAnimation",
"BTSubtree", "BTSubtree",
"BTTask", "BTTask",
"BTTimeLimit", "BTTimeLimit",

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@ -1,46 +0,0 @@
#*
#* play_animation.gd
#* =============================================================================
#* 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.
#* =============================================================================
#*
@tool
extends BTAction
@export var animation_name: String
@export var animation_player: NodePath
var _player: AnimationPlayer
var _finished: bool
func _generate_name() -> String:
return "PlayAnimation \"%s\"" % animation_name
func _setup() -> void:
_player = agent.get_node(animation_player)
func _enter() -> void:
if _player.has_animation(animation_name):
_finished = false
_player.play(animation_name)
_player.animation_finished.connect(_on_animation_finished, CONNECT_ONE_SHOT)
else:
_finished = true
func _tick(_delta: float) -> int:
if _finished:
return SUCCESS
return RUNNING
func _on_animation_finished(_anim):
_finished = true

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@ -1,31 +0,0 @@
#*
#* start_animation.gd
#* =============================================================================
#* 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.
#* =============================================================================
#*
@tool
extends BTAction
@export var animation_name: String
@export var animation_player: NodePath
var _player: AnimationPlayer
func _generate_name() -> String:
return "StartAnimation \"%s\"" % animation_name
func _setup() -> void:
_player = agent.get_node(animation_player)
func _tick(p_delta: float) -> int:
_player.play(animation_name)
return SUCCESS

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@ -1,7 +1,6 @@
[gd_resource type="BehaviorTree" load_steps=10 format=3 uid="uid://cjkqi41oagagd"] [gd_resource type="BehaviorTree" load_steps=10 format=3 uid="uid://cjkqi41oagagd"]
[ext_resource type="Script" path="res://ai/tasks/arrive_pos.gd" id="1_rhs33"] [ext_resource type="Script" path="res://ai/tasks/arrive_pos.gd" id="1_rhs33"]
[ext_resource type="Script" path="res://ai/tasks/play_animation.gd" id="2_dg0ss"]
[sub_resource type="BTAction" id="BTAction_3xal7"] [sub_resource type="BTAction" id="BTAction_3xal7"]
script = ExtResource("1_rhs33") script = ExtResource("1_rhs33")
@ -9,16 +8,20 @@ target_position_var = "wp"
speed_var = "speed" speed_var = "speed"
tolerance = 50.0 tolerance = 50.0
[sub_resource type="BTAction" id="BTAction_yq1vl"] [sub_resource type="BBNode" id="BBNode_0t2vk"]
script = ExtResource("2_dg0ss") resource_name = "AnimationPlayer"
animation_name = "bounce" saved_value = NodePath("AnimationPlayer")
animation_player = NodePath("AnimationPlayer")
[sub_resource type="BTPlayAnimation" id="BTPlayAnimation_s01ov"]
await_completion = 1.0
animation_player = SubResource("BBNode_0t2vk")
animation_name = &"bounce"
[sub_resource type="BTWait" id="BTWait_qs55a"] [sub_resource type="BTWait" id="BTWait_qs55a"]
duration = 0.1 duration = 0.1
[sub_resource type="BTSequence" id="BTSequence_a2ng0"] [sub_resource type="BTSequence" id="BTSequence_a2ng0"]
children = [SubResource("BTAction_3xal7"), SubResource("BTAction_yq1vl"), SubResource("BTWait_qs55a")] children = [SubResource("BTAction_3xal7"), SubResource("BTPlayAnimation_s01ov"), SubResource("BTWait_qs55a")]
[sub_resource type="BTForEach" id="BTForEach_0cp04"] [sub_resource type="BTForEach" id="BTForEach_0cp04"]
children = [SubResource("BTSequence_a2ng0")] children = [SubResource("BTSequence_a2ng0")]

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@ -0,0 +1,24 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="BTAwaitAnimation" inherits="BTAction" version="4.1" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../../doc/class.xsd">
<brief_description>
BT action that waits for an animation to finish playing.
</brief_description>
<description>
BTAwaitAnimation waits for an animation on the specified [AnimationPlayer] node to finish playing and returns [code]SUCCESS[/code].
Returns [code]SUCCESS[/code] if the specified animation finished playing or if the specified animation is not currently playing.
Returns [code]FAILURE[/code] if the specified animation doesn't exist or the action failed to get [AnimationPlayer] instance.
</description>
<tutorials>
</tutorials>
<members>
<member name="animation_name" type="StringName" setter="set_animation_name" getter="get_animation_name" default="&amp;&quot;&quot;">
Animation's key within the [AnimationPlayer] node.
</member>
<member name="animation_player" type="BBNode" setter="set_animation_player" getter="get_animation_player">
Parameter that specifies the [AnimationPlayer] node.
</member>
<member name="max_time" type="float" setter="set_max_time" getter="get_max_time" default="1.0">
Maximum duration to wait for the animation to finish (in seconds).
</member>
</members>
</class>

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@ -0,0 +1,17 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="BTPauseAnimation" inherits="BTAction" version="4.1" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../../doc/class.xsd">
<brief_description>
BT action that pauses playback of an animation on the specified [AnimationPlayer] node.
</brief_description>
<description>
BTPauseAnimation action pauses playback of an animation on the specified [AnimationPlayer] node and returns [code]SUCCESS[/code].
Returns [code]FAILURE[/code] if the action fails to acquire [AnimationPlayer] node.
</description>
<tutorials>
</tutorials>
<members>
<member name="animation_player" type="BBNode" setter="set_animation_player" getter="get_animation_player">
Parameter that specifies the [AnimationPlayer] node.
</member>
</members>
</class>

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@ -0,0 +1,34 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="BTPlayAnimation" inherits="BTAction" version="4.1" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../../doc/class.xsd">
<brief_description>
BT action that plays an animation on the specified [AnimationPlayer] node.
</brief_description>
<description>
BTPlayAnimation action plays an animation on the specified [AnimationPlayer] node. If the [member await_completion] is greater than [code]0[/code], the action will wait for the animation to complete, with a maximum waiting time equal to [member await_completion].
Returns [code]SUCCESS[/code] if the animation finishes playing or if the elapsed time exceeds [member await_completion]. When [member await_completion] is set to [code]0[/code], BTPlayAnimation doesn't wait for the animation to finish and immediately returns [code]SUCCESS[/code].
Returns [code]RUNNING[/code] if the animation is still playing and the elapsed time is less than [member await_completion].
Returns [code]FAILURE[/code] if the action fails to play the requested animation.
</description>
<tutorials>
</tutorials>
<members>
<member name="animation_name" type="StringName" setter="set_animation_name" getter="get_animation_name" default="&amp;&quot;&quot;">
Animation's key within the [AnimationPlayer] node. If empty, BTPlayAnimation will resume the last played animation if [AnimationPlayer] was paused.
</member>
<member name="animation_player" type="BBNode" setter="set_animation_player" getter="get_animation_player">
Parameter that specifies the [AnimationPlayer] node.
</member>
<member name="await_completion" type="float" setter="set_await_completion" getter="get_await_completion" default="0.0">
Duration to wait for the animation to finish (in seconds).
</member>
<member name="blend" type="float" setter="set_blend" getter="get_blend" default="-1.0">
Custom blend time (in seconds).
</member>
<member name="from_end" type="bool" setter="set_from_end" getter="get_from_end" default="false">
Play animation from the end. Used in combination with negative [member speed] to play animation in reverse.
</member>
<member name="speed" type="float" setter="set_speed" getter="get_speed" default="1.0">
Custom playback speed scaling ratio.
</member>
</members>
</class>

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@ -0,0 +1,23 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="BTStopAnimation" inherits="BTAction" version="4.1" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../../doc/class.xsd">
<brief_description>
BT action that stops playback of an animation on the specified [AnimationPlayer] node.
</brief_description>
<description>
BTStopAnimation action stops playback of an animation on the specified [AnimationPlayer] node and returns [code]SUCCESS[/code]. If [member animation_name] is set, it will only stop playback if the specified animation is currently playing.
Returns [code]FAILURE[/code] if the action fails to acquire [AnimationPlayer] node.
</description>
<tutorials>
</tutorials>
<members>
<member name="animation_name" type="StringName" setter="set_animation_name" getter="get_animation_name" default="&amp;&quot;&quot;">
Animation's key within the [AnimationPlayer] node. If not empty, BTStopAnimation will only stop playback if the specified animation is currently playing.
</member>
<member name="animation_player" type="BBNode" setter="set_animation_player" getter="get_animation_player">
Parameter that specifies the [AnimationPlayer] node.
</member>
<member name="keep_state" type="bool" setter="set_keep_state" getter="get_keep_state" default="false">
If [code]true[/code], the animation state is not updated visually.
</member>
</members>
</class>

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@ -45,11 +45,15 @@
#include "blackboard/bb_param/bb_vector4i.h" #include "blackboard/bb_param/bb_vector4i.h"
#include "blackboard/blackboard.h" #include "blackboard/blackboard.h"
#include "bt/actions/bt_action.h" #include "bt/actions/bt_action.h"
#include "bt/actions/bt_await_animation.h"
#include "bt/actions/bt_console_print.h" #include "bt/actions/bt_console_print.h"
#include "bt/actions/bt_fail.h" #include "bt/actions/bt_fail.h"
#include "bt/actions/bt_pause_animation.h"
#include "bt/actions/bt_play_animation.h"
#include "bt/actions/bt_random_wait.h" #include "bt/actions/bt_random_wait.h"
#include "bt/actions/bt_set_agent_property.h" #include "bt/actions/bt_set_agent_property.h"
#include "bt/actions/bt_set_var.h" #include "bt/actions/bt_set_var.h"
#include "bt/actions/bt_stop_animation.h"
#include "bt/actions/bt_wait.h" #include "bt/actions/bt_wait.h"
#include "bt/actions/bt_wait_ticks.h" #include "bt/actions/bt_wait_ticks.h"
#include "bt/behavior_tree.h" #include "bt/behavior_tree.h"
@ -139,12 +143,16 @@ void initialize_limboai_module(ModuleInitializationLevel p_level) {
GDREGISTER_CLASS(BTForEach); GDREGISTER_CLASS(BTForEach);
GDREGISTER_CLASS(BTAction); GDREGISTER_CLASS(BTAction);
GDREGISTER_CLASS(BTAwaitAnimation);
GDREGISTER_CLASS(BTConsolePrint); GDREGISTER_CLASS(BTConsolePrint);
GDREGISTER_CLASS(BTFail); GDREGISTER_CLASS(BTFail);
GDREGISTER_CLASS(BTNewScope); GDREGISTER_CLASS(BTNewScope);
GDREGISTER_CLASS(BTPauseAnimation);
GDREGISTER_CLASS(BTPlayAnimation);
GDREGISTER_CLASS(BTRandomWait); GDREGISTER_CLASS(BTRandomWait);
GDREGISTER_CLASS(BTSetAgentProperty); GDREGISTER_CLASS(BTSetAgentProperty);
GDREGISTER_CLASS(BTSetVar); GDREGISTER_CLASS(BTSetVar);
GDREGISTER_CLASS(BTStopAnimation);
GDREGISTER_CLASS(BTSubtree); GDREGISTER_CLASS(BTSubtree);
GDREGISTER_CLASS(BTWait); GDREGISTER_CLASS(BTWait);
GDREGISTER_CLASS(BTWaitTicks); GDREGISTER_CLASS(BTWaitTicks);