Doc: Update examples to use `StringName`
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@ -40,7 +40,7 @@ and point it to the proper node in the :ref:`BTPlayer<class_BTPlayer>` blackboar
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extends BTCondition
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@export var shape_var: String = "shape_cast"
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@export var shape_var: StringName = &"shape_cast"
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func _tick(delta) -> Status:
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var shape_cast: ShapeCast3D = blackboard.get_var(shape_var)
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@ -110,7 +110,7 @@ Example 2: InRange condition
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@export var distance_min: float
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@export var distance_max: float
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@export var target_var := "target"
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@export var target_var: StringName = &"target"
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var _min_distance_squared: float
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var _max_distance_squared: float
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@ -76,7 +76,7 @@ To register a transition and associate it with a specific event, you can use the
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.. code:: gdscript
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hsm.add_transition(idle_state, move_state, "movement_started")
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hsm.add_transition(idle_state, move_state, &"movement_started")
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In this example, we're registering a transition from the ``idle_state`` to the ``move_state``
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when the ``movement_started`` event is dispatched.
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@ -85,7 +85,7 @@ A transition can be also associated with no particular starting state:
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.. code:: gdscript
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hsm.add_transition(hsm.ANYSTATE, move_state, "movement_started")
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hsm.add_transition(hsm.ANYSTATE, move_state, &"movement_started")
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**Events are dispatched** with the :ref:`LimboState.dispatch<class_LimboState_method_dispatch>` method.
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It's important to note that this method can be called from anywhere in the state machine hierarchy and outside of it.
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@ -187,8 +187,8 @@ Let's illustrate this with a practical code example:
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hsm.add_child(idle_state)
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hsm.add_child(move_state)
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hsm.add_transition(idle_state, move_state, "movement_started")
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hsm.add_transition(move_state, idle_state, "movement_ended")
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hsm.add_transition(idle_state, move_state, &"movement_started")
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hsm.add_transition(move_state, idle_state, &"movement_ended")
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hsm.initialize(self)
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hsm.set_active(true)
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@ -198,7 +198,7 @@ Let's illustrate this with a practical code example:
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var dir: Vector2 = Input.get_vector(
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&"ui_left", &"ui_right", &"ui_up", &"ui_down")
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if dir.is_zero_approx():
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hsm.dispatch("movement_started")
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hsm.dispatch(&"movement_started")
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func _move_update(delta: float) -> void:
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@ -208,4 +208,4 @@ Let's illustrate this with a practical code example:
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velocity = desired_velocity
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move_and_slide()
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if desired_velocity.is_zero_approx():
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hsm.dispatch("movement_ended")
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hsm.dispatch(&"movement_ended")
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@ -19,7 +19,7 @@ Here's an example of how you can interact with the :ref:`Blackboard<class_Blackb
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.. code:: gdscript
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@export var speed_var: String = "speed"
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@export var speed_var: StringName = &"speed"
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func _tick(delta: float) -> Status:
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# Set the value of the "speed" variable:
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@ -114,7 +114,7 @@ In the following example, we have a group of agents, and we want to share a comm
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extends BTAction
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@export var group_target_var: String = "group_target"
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@export var group_target_var: StringName = &"group_target"
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func _tick(delta: float) -> Status:
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if not blackboard.has_var(group_target_var):
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