/** * bt_play_animation.cpp * ============================================================================= * Copyright 2021-2023 Serhii Snitsaruk * * 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. * ============================================================================= */ #include "bt_play_animation.h" //**** Setters / Getters void BTPlayAnimation::set_animation_player(Ref p_animation_player) { animation_player_param = p_animation_player; emit_changed(); if (Engine::get_singleton()->is_editor_hint() && animation_player_param.is_valid()) { animation_player_param->connect(LW_NAME(changed), Callable(this, LW_NAME(emit_changed))); } } void BTPlayAnimation::set_animation_name(StringName p_animation_name) { animation_name = p_animation_name; emit_changed(); } void BTPlayAnimation::set_await_completion(double p_await_completion) { await_completion = p_await_completion; emit_changed(); } void BTPlayAnimation::set_blend(double p_blend) { blend = p_blend; emit_changed(); } void BTPlayAnimation::set_speed(double p_speed) { speed = p_speed; emit_changed(); } void BTPlayAnimation::set_from_end(bool p_from_end) { from_end = p_from_end; emit_changed(); } //**** Task Implementation PackedStringArray BTPlayAnimation::get_configuration_warnings() { PackedStringArray warnings = BTAction::get_configuration_warnings(); if (animation_player_param.is_null()) { warnings.append("Animation Player parameter is not set."); } else { if (animation_player_param->get_value_source() == BBParam::SAVED_VALUE && animation_player_param->get_saved_value() == Variant()) { warnings.append("Path to AnimationPlayer node is not set."); } else if (animation_player_param->get_value_source() == BBParam::BLACKBOARD_VAR && animation_player_param->get_variable() == StringName()) { warnings.append("AnimationPlayer blackboard variable is not set."); } } if (animation_name == StringName() && await_completion > 0.0) { warnings.append("Animation Name is required in order to wait for the animation to finish."); } return warnings; } String BTPlayAnimation::_generate_name() { return "PlayAnimation" + (animation_name != StringName() ? vformat(" \"%s\"", animation_name) : "") + (blend >= 0.0 ? vformat(" blend: %ss", Math::snapped(blend, 0.001)) : "") + (speed != 1.0 ? vformat(" speed: %s", Math::snapped(speed, 0.001)) : "") + (from_end != false ? vformat(" from_end: %s", from_end) : "") + (await_completion > 0.0 ? vformat(" await_completion: %ss", Math::snapped(await_completion, 0.001)) : ""); } void BTPlayAnimation::_setup() { setup_failed = true; ERR_FAIL_COND_MSG(animation_player_param.is_null(), "BTPlayAnimation: AnimationPlayer parameter is not set."); animation_player = Object::cast_to(animation_player_param->get_value(get_agent(), get_blackboard())); ERR_FAIL_COND_MSG(animation_player == nullptr, "BTPlayAnimation: Failed to get AnimationPlayer."); ERR_FAIL_COND_MSG(animation_name != StringName() && !animation_player->has_animation(animation_name), vformat("BTPlayAnimation: Animation not found: %s", animation_name)); if (animation_name == StringName() && await_completion > 0.0) { WARN_PRINT("BTPlayAnimation: Animation Name is required in order to wait for the animation to finish."); } setup_failed = false; } void BTPlayAnimation::_enter() { if (!setup_failed) { animation_player->play(animation_name, blend, speed, from_end); } } BT::Status BTPlayAnimation::_tick(double p_delta) { ERR_FAIL_COND_V_MSG(setup_failed == true, FAILURE, "BTPlayAnimation: _setup() failed - returning FAILURE."); // ! Doing this check instead of using signal due to a bug in Godot: https://github.com/godotengine/godot/issues/76127 if (animation_player->is_playing() && animation_player->get_assigned_animation() == animation_name) { if (get_elapsed_time() < await_completion) { return RUNNING; } else if (await_completion > 0.0) { WARN_PRINT(vformat("BTPlayAnimation: Waiting time for the \"%s\" animation exceeded the allocated %s sec.", animation_name, await_completion)); } } return SUCCESS; } //**** Godot void BTPlayAnimation::_bind_methods() { ClassDB::bind_method(D_METHOD("set_animation_player", "p_anim_player"), &BTPlayAnimation::set_animation_player); ClassDB::bind_method(D_METHOD("get_animation_player"), &BTPlayAnimation::get_animation_player); ClassDB::bind_method(D_METHOD("set_animation_name", "p_anim_name"), &BTPlayAnimation::set_animation_name); ClassDB::bind_method(D_METHOD("get_animation_name"), &BTPlayAnimation::get_animation_name); ClassDB::bind_method(D_METHOD("set_await_completion", "p_time_sec"), &BTPlayAnimation::set_await_completion); ClassDB::bind_method(D_METHOD("get_await_completion"), &BTPlayAnimation::get_await_completion); ClassDB::bind_method(D_METHOD("set_blend", "p_blend"), &BTPlayAnimation::set_blend); ClassDB::bind_method(D_METHOD("get_blend"), &BTPlayAnimation::get_blend); ClassDB::bind_method(D_METHOD("set_speed", "p_speed"), &BTPlayAnimation::set_speed); ClassDB::bind_method(D_METHOD("get_speed"), &BTPlayAnimation::get_speed); ClassDB::bind_method(D_METHOD("set_from_end", "p_from_end"), &BTPlayAnimation::set_from_end); ClassDB::bind_method(D_METHOD("get_from_end"), &BTPlayAnimation::get_from_end); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "await_completion", PROPERTY_HINT_RANGE, "0.0,100.0"), "set_await_completion", "get_await_completion"); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "animation_player", PROPERTY_HINT_RESOURCE_TYPE, "BBNode"), "set_animation_player", "get_animation_player"); ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "animation_name"), "set_animation_name", "get_animation_name"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "blend"), "set_blend", "get_blend"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "speed"), "set_speed", "get_speed"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "from_end"), "set_from_end", "get_from_end"); }