godot-plateformer/addons/reedscene/prop/PropState.gd

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@tool
@icon("res://addons/reedscene/prop/icon/prop_state_icon.svg")
class_name ReedPropState extends Node
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##状态编号,默认为-1-1是不可用编号状态编号由StateManager发布不可以自己修改。
@export_custom(PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_READ_ONLY) var state_id: int = -1
##该State的信息是否需要被存入Save中
@export var save_game: bool = false
##预装的一些Effect可以用来对State进行一些初始化
@export var effects: Array[ReedPropEffect] = []
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const DEFAULT_NAME = "Default"
##State的拥有者
var _owner
##State的prop comp
var _owner_prop_comp
## 是否已经初始化
var _inited: bool = false
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## State的真实name默认会去掉ID
var _true_name: StringName = ""
func _enter_tree() -> void:
_true_name = _get_true_name()
if not self.renamed.is_connected(_on_renamed):
self.renamed.connect(_on_renamed)
## 在命名修改的时候会自动的更正缓存的TrueName
func _on_renamed() -> void:
_true_name = _get_true_name()
func _get_true_name() -> String:
var s = get_parent()
if s and s.has_method(&"_strip_id_prefix"):
return s._strip_id_prefix(self.name)
return self.name
##初始化State
func init(owner: Node, prop_comp: Node) -> bool:
# 防止重复初始化
if _inited:
push_warning("ReedPropState [%s] already initialized." % name)
return false
if owner == null:
push_error("ReedPropState [%s] init failed: owner is null." % name)
return false
if prop_comp == null:
push_error("ReedPropState [%s] init failed: prop_comp is null." % name)
return false
_owner = owner
_owner_prop_comp = prop_comp
_inited = true
return true
##是否可以进入此状态,默认为真
func can_enter(_current: ReedPropState, _ctx: Dictionary) -> bool:
return true
##State进入
func on_enter(_from: ReedPropState, _ctx: Dictionary) -> void:
if not _inited:
push_error("ReedPropState [%s] entered before init!" % name)
return
for e in effects:
e.apply(_owner, _owner_prop_comp, _ctx)
##State退出
func on_exit(_to: ReedPropState, _ctx: Dictionary) -> void:
pass
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## 外部可以通过state的引用返回真实名
func get_state_name() -> StringName:
return _true_name