#ifndef PLAYER_ANIM_TREE_HPP #define PLAYER_ANIM_TREE_HPP #include "utils/godot_macros.hpp" #include #include #include namespace gd = godot; class PlayerAnimTree : public gd::AnimationTree { GDCLASS(PlayerAnimTree, gd::AnimationTree); static void _bind_methods(); public: enum Tags : unsigned { None = 0x0, //!< don't apply any state-specific logic Turn = 0x1, //!< allow turning of the character Aim = 0x2 //!< (player only) slow down camera movement when aiming }; public: virtual void _ready() override; virtual void _process(double delta) override; void set_target_turn_speed(float value); float get_target_turn_speed() const; void set_is_walking(bool value); bool get_is_walking() const; void set_walk_speed(float value); float get_walk_speed() const; void set_lock_running(bool value); bool get_lock_running() const; void set_is_running(); bool get_is_running() const; void set_aim_weapon(bool value); bool get_aim_weapon() const; void set_fire_weapon(); bool get_fire_weapon(); void set_stab(); bool get_stab(); void hit_animation(); void death_animation(); bool match_tags(Tags tags) const; gd::StringName const &get_current_state() const; private: void update_tags(gd::StringName const &anim); void commit_turn_speed(); void commit_walk_speed(); private: double const DEATH_BLEND_SPEED{1. / 0.3}; //!< multiplier for delta_time when blending from state machine to death animation. double const BUTTON_PARAM_DECAY{0.1}; //!< how many seconds it takes for a fire input to become invalid. double const RUN_PARAM_DECAY{0.25}; //!< how many seconds to run every time set_is_running is called. gd::Node3D *parent_3d{nullptr}; //!< immediate parent as Node3D, rotational root motion is applied to this. gd::Ref fsm{}; //!< actions state machine from animation blend tree. float turn_speed{0.f}; //!< blend position of turn animation (-1 to 1). Moved towards target_turn_speed every frame. float target_turn_speed{0.f}; //!< target blend position of turn animation. bool is_walking{false}; //!< set to true if the walk animation should be playing. bool lock_running{false}; //!< lock animation into running instead of walking. float walk_speed{0.f}; //!< blend amount between RESET/Rest animation and walk animation in walk state. double running_time{0.0}; //!< time in seconds to keep running for. bool aim_weapon{false}; //!< set to true to play the aim animation. double fire_weapon{0.0}; //!< play fire animation if this is > 0. Set to BUTTON_PARAM_DECAY when set_fire_weapon is called. Decays by 'delta' every frame. double stab{0.0}; //!< player stab animation if this is > 0. Set to BUTTON_PARAM_DECAY when set_stab is called. Decays by 'delta' every frame. float death_blend{0.f}; //!< current blend level of death animation. Quickly moved towards 1.0 when is_dead is set. bool is_dead{false}; //!< set to true to play death animation and tick up death_blend. Tags current_tags{Tags::None}; //!< tags (like [turn]) on the current action state. gd::StringName last_known_anim{}; //!< last known animation state in action state machine. }; #endif // !PLAYER_ANIM_HPP