limboai/bt/tasks/scene/bt_play_animation.cpp

134 lines
6.0 KiB
C++

/**
* 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"
#include "core/math/math_funcs.h"
//**** Setters / Getters
void BTPlayAnimation::set_animation_player(Ref<BBNode> 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(SNAME("changed"), Callable(this, SNAME("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() const {
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().is_zero()) {
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().is_empty()) {
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() const {
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<AnimationPlayer>(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");
}