Created
August 29, 2025 17:56
-
-
Save bruchmann/f6fd48efa610c4b277a7406eb9ad1f0c to your computer and use it in GitHub Desktop.
GDScript comment banner
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| @tool | |
| class_name ActorModel extends Node | |
| ################################################################################ | |
| # SIGNALS # | |
| ################################################################################ | |
| signal state_changed(new_state: ActorState) | |
| ################################################################################ | |
| # PUBLIC PROPERTIES # | |
| ################################################################################ | |
| @export var default_state: ActorState = null: | |
| set = set_default_state | |
| @onready var actor: Actor = owner as Actor | |
| ################################################################################ | |
| # PRIVATE PROPERTIES # | |
| ################################################################################ | |
| var _active_state: ActorState = null | |
| var _states: Array[ActorState] = [] | |
| ################################################################################ | |
| # VIRTUAL METHOD OVERRIDES # | |
| ################################################################################ | |
| func _ready() -> void: | |
| for child_node: Node in get_children(): | |
| if child_node is ActorState: | |
| _states.append(child_node as ActorState) | |
| _set_active_state(default_state) | |
| func _get_configuration_warnings() -> PackedStringArray: | |
| var warnings: PackedStringArray = PackedStringArray() | |
| if owner is not Actor: | |
| warnings.append('"%s" must be owned by an Actor.' % name) | |
| if get_child_count() == 0: | |
| warnings.append("Model has no states.") | |
| else: | |
| for child_node: Node in get_children(): | |
| if child_node is not ActorState: | |
| warnings.append('"%s" is not an ActorState.') | |
| if default_state is not ActorState: | |
| warnings.append("Assigning a default state is required.") | |
| return warnings | |
| ################################################################################ | |
| # GETTERS & SETTERS # | |
| ################################################################################ | |
| func set_default_state(value: ActorState) -> void: | |
| default_state = value | |
| update_configuration_warnings() | |
| ################################################################################ | |
| # VIRTUAL METHOD DEFINITIONS # | |
| ################################################################################ | |
| func _update(actions: ActorActions, delta: float) -> void: | |
| var most_relevant_state: ActorState = _find_most_relevant_state(actions, delta) | |
| if most_relevant_state == null: | |
| most_relevant_state = default_state | |
| if _active_state != most_relevant_state: | |
| _set_active_state(most_relevant_state) | |
| _active_state._update(actions, delta) | |
| ################################################################################ | |
| # PRIVATE METHODS # | |
| ################################################################################ | |
| func _find_most_relevant_state(actions: ActorActions, delta: float) -> ActorState: | |
| var most_relevant_state: ActorState = null | |
| var highest_relevance: float = -INF | |
| for candidate: ActorState in _states: | |
| var relevance: float = clampf( | |
| snappedf(candidate._compute_relevance(actions, delta), ActorState.RELEVANCE_STEP), | |
| ActorState.RELEVANCE_MIN, | |
| ActorState.RELEVANCE_MAX | |
| ) | |
| var has_highest_relevance: bool = relevance > highest_relevance | |
| var is_of_equal_relevance: bool = ( | |
| !has_highest_relevance and is_equal_approx(relevance, highest_relevance) | |
| ) | |
| var has_higher_priority: bool = ( | |
| most_relevant_state != null and (candidate.priority > most_relevant_state.priority) | |
| ) | |
| if has_highest_relevance or (is_of_equal_relevance and has_higher_priority): | |
| most_relevant_state = candidate | |
| highest_relevance = relevance | |
| return most_relevant_state | |
| func _set_active_state(new_state: ActorState, actions: ActorActions = ActorActions.empty()) -> void: | |
| if _active_state: | |
| _active_state._exit_state(actions) | |
| new_state._enter_state(actions) | |
| _active_state = new_state | |
| state_changed.emit(_active_state) |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment