275 lines
7.7 KiB
GDScript
275 lines
7.7 KiB
GDScript
'''此类为Prop的管理组件类,任何的Prop,其至少需要在此类的最上层的子层添加该组件
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该管理器,在添加入Tree时,会自动的添加一个States节点作为其所有state的root,
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并且添加一个默认的state作为其子节点。
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'''
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@tool
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@icon("res://addons/reedscene/prop/icon/prop_icon.svg")
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class_name PropComponent extends Node
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## ==============================
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## Export
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## ==============================
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##此物件的描述ID,无法主动修改,由PropManager发信
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@export_custom(PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_READ_ONLY) var prop_id: int = -1
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##初始的默认state_id
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@export var initial_state_id: int = 0
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##如果为真,则无论ActManger的配置为任何,在Inital的时候都会使用自己定义的initial state
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@export var overwrite_init_state: bool = false
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##是否需要输出错误
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@export var debug_log := false
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##是否等待
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@export var should_wait_owner_ready :bool = true
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##状态切换的信号
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signal state_changed(from_state: int, to_state: int, ctx: Dictionary)
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##state的根节点,所有的state都需要连在根节点上
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var _states_root: Node
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var _state_map: Dictionary = {}
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var _current: ReedPropState = null
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const STATES_ROOT_NAME := "States"
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const STATES_ROOT_SCRIPT := preload("res://addons/reedscene/prop/StateManager.gd")
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const DEFAULT_STATE_ID := 0
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func _enter_tree() -> void:
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if Engine.is_editor_hint():
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_editor_ensure_states_root()
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func _ready() -> void:
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if Engine.is_editor_hint():
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_editor_ready()
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_build_state_cache()
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## 只在編輯器模式的Ready裏Call的函數
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func _editor_ready() -> void:
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child_exiting_tree.connect(_on_child_exiting_tree)
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## 用于初始化状态
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func init() -> void:
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_init_states()
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## 用于检查初始状态复写的Check
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func _init_state_check() ->void:
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if _current == null and initial_state_id >= 0 and overwrite_init_state:
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change_state(initial_state_id, false, {
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"reason": "INIT",
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"instant": true
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})
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## 在構造時,映射State到stateID
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func _build_state_cache() -> void:
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_state_map.clear()
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_states_root = get_node_or_null(STATES_ROOT_NAME)
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if _states_root == null:
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push_warning("[PropComponent:%s] States root not found" % prop_id)
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return
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## 判斷子節點是否是StatesRoot節點,此節點的脚本後續會輕量化,所以不設置為一個單獨的類
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if not _states_root.IS_PROP_STATES_ROOT:
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push_error("[PropComponent:%s] States root missing PropStatesRoot script" % prop_id)
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return
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for c in _states_root.get_children():
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if c is ReedPropState:
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var s := c as ReedPropState
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if _state_map.has(s.state_id):
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push_error("[PropComponent:%s] Duplicate state_id: %d"
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% [prop_id, s.state_id])
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continue
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_state_map[s.state_id] = s
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if debug_log:
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print("[PropComponent:%s] States:", _state_map.keys())
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##初始化状态
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func _init_states() -> void:
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var owner := get_parent()
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if owner == null:
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push_error("[PropComponent:%s] Owner node not found." % prop_id)
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return
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for s in _state_map.values():
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var ok :bool = s.init(owner, self)
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if not ok:
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push_error("[PropComponent:%s] State init failed: %s"
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% [prop_id, s.name])
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## ==============================
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## Act Sync Entry
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## ==============================
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#func sync_to_state(state_id: int, act_id: int, instant := false) -> bool:
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#var ctx := {
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#"reason": "ACT_SYNC",
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#"act_id": act_id,
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#"instant": instant
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#}
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#return change_state(state_id, false ,ctx)
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## ==============================
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## Editor Tool
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## ==============================
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#func _editor_ensure_states_root() -> void:
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#var states := get_node_or_null(STATES_ROOT_NAME)
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#if states != null:
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#return
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#
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## 创建 StateManager 而不是普通 Node
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#states = ReedPropStateManager.new()
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#states.name = STATES_ROOT_NAME
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#add_child(states)
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#
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## 让其成为 Scene 的一部分(非常重要)
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#states.owner = get_tree().edited_scene_root
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#
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## 自动添加一个默认 State
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#var default_state := ReedPropState.new()
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#default_state.name = "Default"
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#states.add_child(default_state)
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#default_state.owner = get_tree().edited_scene_root
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#
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#if debug_log:
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#print("[PropComponent] Created States(StateManager) + Default State")
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## 引擎層預知一個工具節點給予到State及其子節點。
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func _editor_ensure_states_root() -> void:
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var states := get_node_or_null(STATES_ROOT_NAME)
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if states:
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return
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states = Node.new()
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states.name = STATES_ROOT_NAME
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states.set_script(STATES_ROOT_SCRIPT)
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add_child(states)
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states.owner = get_tree().edited_scene_root
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var default_state := ReedPropState.new()
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default_state.name = "Default"
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states.add_child(default_state)
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default_state.owner = get_tree().edited_scene_root
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## 不允许StatesNode被删除,如果删了会自动补一个
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func _on_child_exiting_tree(child: Node) -> void:
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if child.name == STATES_ROOT_NAME:
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push_error("[PropComponent] 'States' node is required and cannot be removed.")
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call_deferred("_editor_ensure_states_root")
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## ==============================
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## External API
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## ==============================
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#region 外部接口函数
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## 使用PropComp獲取PropName,直接返回ParentName
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func get_prop_name() -> String:
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return get_parent().name
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## 獲取StatesRoot,返回緩存的StatesRoot
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func get_states_root() -> Node:
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return _states_root
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## 通過ID獲取PropState
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func get_state_by_id(id: int) -> ReedPropState:
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return _state_map.get(id)
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## 返回State的Size
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func get_state_size() -> int:
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return _state_map.keys().size()
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## 返回所有的States
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func get_all_states() -> Array[ReedPropState]:
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return _state_map.values()
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##检查是否存在Id的State
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func has_state(state_id: int) -> bool:
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return _state_map.has(state_id)
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##获取当前的状态ID
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func get_current_state_id() -> int:
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return _current.state_id if _current else -1
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## 切换状态,如果 use_trans 为 true,则会优先检查 next state 下是否存在可用的 Transition
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func change_state(state_id: int, use_trans: bool, ctx: Dictionary = {}) -> bool:
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if not _state_map.has(state_id):
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push_warning("[PropComponent:%s] State not found: %d" % [prop_id, state_id])
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return false
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var next: ReedPropState = _state_map[state_id]
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if _current == next:
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return true
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if not next.can_enter(_current, ctx):
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if debug_log:
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print("[PropComponent:%s] can_enter rejected: %d" % [prop_id, state_id])
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return false
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var from_state_id := get_current_state_id()
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var prev := _current
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# ---------- EXIT ----------
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if _current:
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_current.on_exit(next, ctx)
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# ---------- SWITCH CURRENT ----------
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_current = next
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# ---------- TRANSITION CHECK ----------
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var transition_handled := false
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if use_trans:
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for child in _current.get_children():
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if child is ReedTransition:
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if child.can_trigger(prev, ctx):
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if debug_log:
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print("[PropComponent:%s] Transition triggered: %s"
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% [prop_id, child.name])
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transition_handled = child.execute(prev, _current, ctx)
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if transition_handled:
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break
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# ---------- ENTER ----------
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if not transition_handled:
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_current.on_enter(prev, ctx)
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else:
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if debug_log:
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print("[PropComponent:%s] StateEnter skipped by Transition: %d"
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% [prop_id, state_id])
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if debug_log:
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print("[PropComponent:%s] State %d -> %d | ctx=%s"
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% [prop_id, from_state_id, state_id, ctx])
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return true
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## 获取ID的State的Name
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func get_state_name_by_id(id: int) -> String:
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var s : ReedPropState = get_state_by_id(id)
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if not s:
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return ""
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return get_state_name(s)
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## 获取State的Name
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func get_state_name(state: ReedPropState) -> String:
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if not state:
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return ""
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var n: String = state.name
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var extract_raw_name := func(name: String) -> String:
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return (
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name.substr(name.find("]") + 2)
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if name.begins_with("[ID:")
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and name.find("]") != -1
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and name.find("]") + 2 < name.length()
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else name
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)
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return extract_raw_name.call(n)
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#endregion
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