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hella-farm/behaviours/state_holder.gd

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2024-04-15 23:00:49 +00:00
extends Node2D
class_name StateHolder
signal on_changed(state: StringName, priority: int)
const DEFAULT_STATE: StringName = "idle"
const DEFAULT_PRIORITY: int = 0
var _state: StringName = DEFAULT_STATE
var _priority: int
var _exit_callback: Callable = no_callback
var state: StringName :
get:
return _state
var priority: int :
get:
return _priority
func set_state(new_state: StringName, new_priority: int, exit_callback: Callable = no_callback) -> void:
# Priority should be checked outside otherwise we never decrease it
# Prevent recursion problems
var prev_callback = _exit_callback
_state = new_state
_priority = new_priority
_exit_callback = exit_callback
prev_callback.call()
on_changed.emit(new_state, new_priority)
func propose_state(new_state: StringName, new_priority: int, exit_callback: Callable = no_callback) -> bool:
if new_priority > _priority:
set_state(new_state, new_priority, exit_callback)
return true
return false
func reset_state() -> void:
set_state(DEFAULT_STATE, DEFAULT_PRIORITY)
func remove_state(previous_state: StringName) -> void:
if _state == previous_state:
reset_state()
func no_callback():
pass
static func get_default(current: Node2D) -> StateHolder:
# Try some default paths
for path in [^"../StateHolder", ^"../State"]:
var node = current.get_node_or_null(path)
if node != null:
return node
# Try to get a StateHolder from the parent's children
for child in current.get_parent().get_children():
if child is StateHolder:
return child
# Create one (hard way)
Log.w(current, "No StateHolder found, please create one or connect one")
var holder = StateHolder.new()
holder.set_name("StateHolder")
current.get_parent().add_child(holder)
return holder