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