87 lines
1.3 KiB
GDScript3
87 lines
1.3 KiB
GDScript3
|
class_name GDActionNode extends Node
|
||
|
|
||
|
enum NodeType {
|
||
|
UNKNOW,
|
||
|
NODE_2D,
|
||
|
CONTROL
|
||
|
}
|
||
|
|
||
|
signal finished(action_node)
|
||
|
signal cancelled(action_node)
|
||
|
|
||
|
var delay = 0.0
|
||
|
var current_time = 0.0
|
||
|
var speed = 1.0
|
||
|
var time_func = null
|
||
|
var ease_func_value = null
|
||
|
|
||
|
var key = ""
|
||
|
var action = null
|
||
|
|
||
|
var is_done: bool = false
|
||
|
var is_remove_when_done: bool = false
|
||
|
|
||
|
var node: Node
|
||
|
var node_id: int # use save in cache
|
||
|
var node_type = NodeType.UNKNOW
|
||
|
|
||
|
|
||
|
func _init(action, key: String, node: Node):
|
||
|
self.action = action
|
||
|
self.key = key
|
||
|
self.node = node
|
||
|
self.node_id = node.get_instance_id()
|
||
|
|
||
|
name = get_class()
|
||
|
|
||
|
if node is Control:
|
||
|
node_type = NodeType.CONTROL
|
||
|
elif node is Node2D:
|
||
|
node_type = NodeType.NODE_2D
|
||
|
|
||
|
connect("finished", action, "_on_action_node_completed")
|
||
|
connect("cancelled", action, "_on_action_node_cancelled")
|
||
|
|
||
|
|
||
|
func _ready():
|
||
|
set_process(false)
|
||
|
|
||
|
|
||
|
func action_done():
|
||
|
pass
|
||
|
|
||
|
func finished():
|
||
|
set_process(false)
|
||
|
is_done = true
|
||
|
action_done()
|
||
|
emit_signal("finished", self)
|
||
|
|
||
|
|
||
|
func cancel():
|
||
|
set_process(false)
|
||
|
is_done = true
|
||
|
action_done()
|
||
|
emit_signal("cancelled", self)
|
||
|
|
||
|
|
||
|
func _run():
|
||
|
is_done = false
|
||
|
set_process(true)
|
||
|
|
||
|
|
||
|
func pause():
|
||
|
set_process(false)
|
||
|
|
||
|
|
||
|
func resume():
|
||
|
set_process(true)
|
||
|
|
||
|
|
||
|
func _reset_value():
|
||
|
self.current_time = 0.0
|
||
|
|
||
|
# Support debug
|
||
|
func get_class() -> String:
|
||
|
return "GDActionNode"
|
||
|
|