limboai/bt/tasks/scene/bt_play_animation.h

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/**
* bt_play_animation.h
* =============================================================================
* Copyright 2021-2024 Serhii Snitsaruk
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*
* Use of this source code is governed by an MIT-style
* license that can be found in the LICENSE file or at
* https://opensource.org/licenses/MIT.
* =============================================================================
*/
#ifndef BT_PLAY_ANIMATION_H
#define BT_PLAY_ANIMATION_H
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#include "../bt_action.h"
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#include "../../../blackboard/bb_param/bb_node.h"
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#ifdef LIMBOAI_MODULE
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#include "scene/animation/animation_player.h"
#endif
#ifdef LIMBOAI_GDEXTENSION
#include <godot_cpp/classes/animation_player.hpp>
#endif
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class BTPlayAnimation : public BTAction {
GDCLASS(BTPlayAnimation, BTAction);
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TASK_CATEGORY(Scene);
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private:
Ref<BBNode> animation_player_param;
StringName animation_name;
double await_completion = 0.0;
double blend = -1.0;
double speed = 1.0;
bool from_end = false;
AnimationPlayer *animation_player = nullptr;
bool setup_failed = false;
protected:
static void _bind_methods();
virtual String _generate_name() override;
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virtual void _setup() override;
virtual void _enter() override;
virtual Status _tick(double p_delta) override;
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public:
void set_animation_player(Ref<BBNode> p_animation_player);
Ref<BBNode> get_animation_player() const { return animation_player_param; }
void set_animation_name(StringName p_animation_name);
StringName get_animation_name() const { return animation_name; }
void set_await_completion(double p_await_completion);
double get_await_completion() const { return await_completion; }
void set_blend(double p_blend);
double get_blend() const { return blend; }
void set_speed(double p_speed);
double get_speed() const { return speed; }
void set_from_end(bool p_from_end);
bool get_from_end() const { return from_end; }
virtual PackedStringArray get_configuration_warnings() override;
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};
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#endif // BT_PLAY_ANIMATION_H