Doc: Update examples to use `StringName`

This commit is contained in:
Serhii Snitsaruk 2024-03-04 16:27:35 +01:00
parent ecf1e4b65f
commit 923587e6e2
4 changed files with 10 additions and 10 deletions

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@ -40,7 +40,7 @@ and point it to the proper node in the :ref:`BTPlayer<class_BTPlayer>` blackboar
extends BTCondition extends BTCondition
@export var shape_var: String = "shape_cast" @export var shape_var: StringName = &"shape_cast"
func _tick(delta) -> Status: func _tick(delta) -> Status:
var shape_cast: ShapeCast3D = blackboard.get_var(shape_var) var shape_cast: ShapeCast3D = blackboard.get_var(shape_var)

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