ucg-3d/addons/godot_state_charts/csharp/Transition.cs

53 lines
1.7 KiB
C#

using System;
namespace GodotStateCharts
{
using Godot;
/// <summary>
/// A transition between two states.
/// </summary>
public class Transition : NodeWrapper {
/// <summary>
/// Called when the transition is taken.
/// </summary>
public event Action Taken {
add => Wrapped.Connect(SignalName.Taken, Callable.From(value));
remove => Wrapped.Disconnect(SignalName.Taken, Callable.From(value));
}
private Transition(Node transition) : base(transition) {}
public static Transition Of(Node transition) {
if (transition.GetScript().As<Script>() is not GDScript gdScript
|| !gdScript.ResourcePath.EndsWith("transition.gd"))
{
throw new ArgumentException("Given node is not a transition.");
}
return new Transition(transition);
}
/// <summary>
/// Takes the transition. The transition will be taken immediately by
/// default, even if it has a delay. If you want to wait for the delay
/// to pass, you can set the immediately parameter to false.
/// </summary>
public void Take(bool immediately = true) {
Call(MethodName.Take, immediately);
}
public class SignalName : Godot.Node.SignalName
{
/// <see cref="Transition.Taken"/>
public static readonly StringName Taken = "taken";
}
public class MethodName : Godot.Node.MethodName
{
/// <see cref="Transition.Take"/>
public static readonly StringName Take = "take";
}
}
}