Basic player controls and aiming
This commit is contained in:
parent
56695d303e
commit
f5999da412
114 changed files with 6611 additions and 2 deletions
17
addons/godot_state_charts/state_is_active_guard.gd
Normal file
17
addons/godot_state_charts/state_is_active_guard.gd
Normal file
|
@ -0,0 +1,17 @@
|
|||
## A guard that checks if a certain state is active.
|
||||
class_name StateIsActiveGuard
|
||||
extends Guard
|
||||
|
||||
const DebugUtil = preload("debug_util.gd")
|
||||
|
||||
## The state to be checked. When null this guard will return false.
|
||||
@export_node_path("StateChartState") var state: NodePath
|
||||
|
||||
func is_satisfied(context_transition:Transition, context_state:StateChartState) -> bool:
|
||||
## resolve the state, relative to the transition
|
||||
var actual_state := context_transition.get_node_or_null(state)
|
||||
|
||||
if actual_state == null:
|
||||
push_warning("State ", state , " referenced in StateIsActiveGuard below ", DebugUtil.path_of(context_state), " could not be resolved. Verify that the node path is correct.")
|
||||
return false
|
||||
return actual_state.active
|
Reference in a new issue