limboai/bt/decorators/bt_cooldown.h

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/* bt_cooldown.h */
#ifndef BT_COOLDOWN_H
#define BT_COOLDOWN_H
#include "bt_decorator.h"
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#include "core/object/object.h"
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#include "scene/main/scene_tree.h"
class BTCooldown : public BTDecorator {
GDCLASS(BTCooldown, BTDecorator);
private:
double duration = 10.0;
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bool process_pause = false;
bool start_cooled = false;
bool trigger_on_failure = false;
String cooldown_state_var = "";
Ref<SceneTreeTimer> timer = nullptr;
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void _chill();
void _on_timeout();
protected:
static void _bind_methods();
virtual String _generate_name() const override;
virtual void _setup() override;
virtual int _tick(double p_delta) override;
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public:
void set_duration(double p_value) {
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duration = p_value;
emit_changed();
}
double get_duration() const { return duration; }
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void set_process_pause(bool p_value) {
process_pause = p_value;
emit_changed();
}
bool get_process_pause() const { return process_pause; }
void set_start_cooled(bool p_value) {
start_cooled = p_value;
emit_changed();
}
bool get_start_cooled() const { return start_cooled; }
void set_trigger_on_failure(bool p_value) {
trigger_on_failure = p_value;
emit_changed();
}
bool get_trigger_on_failure() const { return trigger_on_failure; }
void set_cooldown_state_var(String p_value) {
cooldown_state_var = p_value;
emit_changed();
}
String get_cooldown_state_var() const { return cooldown_state_var; }
};
#endif // BT_COOLDOWN_H