import the woofer
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66
addons/godot_state_charts/csharp/CompoundState.cs
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66
addons/godot_state_charts/csharp/CompoundState.cs
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// ReSharper disable once CheckNamespace
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namespace GodotStateCharts
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{
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using System;
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using Godot;
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/// <summary>
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/// Wrapper around the compound state node.
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/// </summary>
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public class CompoundState : StateChartState
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{
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/// <summary>
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/// Called when a child state is entered.
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/// </summary>
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public event Action ChildStateEntered
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{
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add => Wrapped.Connect(SignalName.ChildStateEntered, Callable.From(value));
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remove => Wrapped.Disconnect(SignalName.ChildStateEntered, Callable.From(value));
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}
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/// <summary>
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/// Called when a child state is exited.
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/// </summary>
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public event Action ChildStateExited
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{
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add => Wrapped.Connect(SignalName.ChildStateExited, Callable.From(value));
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remove => Wrapped.Disconnect(SignalName.ChildStateExited, Callable.From(value));
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}
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private CompoundState(Node wrapped) : base(wrapped)
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{
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}
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/// <summary>
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/// Creates a wrapper object around the given node and verifies that the node
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/// is actually a compound state. The wrapper object can then be used to interact
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/// with the compound state chart from C#.
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/// </summary>
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/// <param name="state">the node that is the state</param>
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/// <returns>a State wrapper.</returns>
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/// <throws>ArgumentException if the node is not a state.</throws>
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public new static CompoundState Of(Node state)
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{
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if (state.GetScript().As<Script>() is not GDScript gdScript ||
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!gdScript.ResourcePath.EndsWith("compound_state.gd"))
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{
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throw new ArgumentException("Given node is not a compound state.");
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}
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return new CompoundState(state);
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}
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public new class SignalName : StateChartState.SignalName
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{
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/// <see cref="CompoundState.ChildStateEntered"/>
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public static readonly StringName ChildStateEntered = "child_state_entered";
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/// <see cref="CompoundState.ChildStateExited"/>
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public static readonly StringName ChildStateExited = "child_state_exited";
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}
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}
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}
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49
addons/godot_state_charts/csharp/NodeWrapper.cs
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49
addons/godot_state_charts/csharp/NodeWrapper.cs
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// ReSharper disable once CheckNamespace
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namespace GodotStateCharts
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{
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using Godot;
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/// <summary>
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/// Base class for all wrapper classes. Provides some common functionality. Not to be used directly.
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/// </summary>
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public abstract class NodeWrapper
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{
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/// <summary>
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/// The wrapped node.
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/// </summary>
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protected readonly Node Wrapped;
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protected NodeWrapper(Node wrapped)
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{
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Wrapped = wrapped;
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}
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/// <summary>
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/// Allows to connect to signals on the wrapped node.
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/// </summary>
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/// <param name="signal"></param>
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/// <param name="method"></param>
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/// <param name="flags"></param>
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public Error Connect(StringName signal, Callable method, uint flags = 0u)
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{
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return Wrapped.Connect(signal, method, flags);
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}
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/// <summary>
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/// Allows to call methods on the wrapped node deferred.
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/// </summary>
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public Variant CallDeferred(string method, params Variant[] args)
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{
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return Wrapped.CallDeferred(method, args);
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}
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/// <summary>
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/// Allows to call methods on the wrapped node.
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/// </summary>
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public Variant Call(string method, params Variant[] args)
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{
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return Wrapped.Call(method, args);
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}
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}
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}
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129
addons/godot_state_charts/csharp/StateChart.cs
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129
addons/godot_state_charts/csharp/StateChart.cs
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// ReSharper disable once CheckNamespace
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namespace GodotStateCharts
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{
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using Godot;
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using System;
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/// <summary>
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/// Wrapper around the GDScript state chart node. Allows interacting with the state chart.
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/// </summary>
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public class StateChart : NodeWrapper
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{
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/// <summary>
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/// Emitted when the state chart receives an event. This will be
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/// emitted no matter which state is currently active and can be
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/// useful to trigger additional logic elsewhere in the game
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/// without having to create a custom event bus. It is also used
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/// by the state chart debugger. Note that this will emit the
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/// events in the order in which they are processed, which may
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/// be different from the order in which they were received. This is
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/// because the state chart will always finish processing one event
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/// fully before processing the next. If an event is received
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/// while another is still processing, it will be enqueued.
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/// </summary>
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public event Action<StringName> EventReceived
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{
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add => Wrapped.Connect(SignalName.EventReceived, Callable.From(value));
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remove => Wrapped.Disconnect(SignalName.EventReceived, Callable.From(value));
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}
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protected StateChart(Node wrapped) : base(wrapped)
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{
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}
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/// <summary>
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/// Creates a wrapper object around the given node and verifies that the node
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/// is actually a state chart. The wrapper object can then be used to interact
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/// with the state chart from C#.
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/// </summary>
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/// <param name="stateChart">the node that is the state chart</param>
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/// <returns>a StateChart wrapper.</returns>
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/// <throws>ArgumentException if the node is not a state chart.</throws>
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public static StateChart Of(Node stateChart)
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{
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if (stateChart.GetScript().As<Script>() is not GDScript gdScript
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|| !gdScript.ResourcePath.EndsWith("state_chart.gd"))
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{
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throw new ArgumentException("Given node is not a state chart.");
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}
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return new StateChart(stateChart);
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}
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/// <summary>
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/// Sends an event to the state chart node.
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/// </summary>
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/// <param name="eventName">the name of the event to send</param>
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public void SendEvent(string eventName)
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{
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Call(MethodName.SendEvent, eventName);
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}
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/// <summary>
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/// Sets an expression property on the state chart node for later use with expression guards.
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/// </summary>
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/// <param name="name">the name of the property to set. This is case sensitive.</param>
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/// <param name="value">the value to set the property to.</param>
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public void SetExpressionProperty(string name, Variant value)
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{
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Call(MethodName.SetExpressionProperty, name, value);
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}
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/// <summary>
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/// Returns the value of an expression property on the state chart node.
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/// </summary>
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/// <param name="name">the name of the proeprty to read. This is case sensitive. </param>
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/// <param name="defaultValue">the default value to be returned if no such property exists</param>
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/// <returns>the value of the property</returns>
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public T GetExpressionProperty<[MustBeVariant]T>(string name, T defaultValue = default)
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{
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return Call(MethodName.GetExpressionProperty, name, Variant.From(defaultValue)).As<T>();
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}
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/// <summary>
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/// Steps the state chart node. This will invoke all <code>state_stepped</code> signals on the
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/// currently active states in the state charts. See the "Stepping Mode" section of the manual
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/// for more details.
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/// </summary>
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public void Step()
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{
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Call(MethodName.Step);
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}
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public class SignalName : Node.SignalName
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{
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/// <see cref="StateChart.EventReceived"/>
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///
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/// </summary>
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public static readonly StringName EventReceived = "event_received";
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}
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public new class MethodName : Node.MethodName
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{
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/// <summary>
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/// Sends an event to the state chart node.
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/// </summary>
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public static readonly StringName SendEvent = "send_event";
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/// <summary>
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/// Sets an expression property on the state chart node for later use with expression guards.
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/// </summary>
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public static readonly StringName SetExpressionProperty = "set_expression_property";
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/// <summary>
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/// Returns the value of an expression property on the state chart node.
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/// </summary>
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public static readonly StringName GetExpressionProperty = "get_expression_property";
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/// <summary>
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/// Steps the state chart node. This will invoke all <code>state_stepped</code> signals on the
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/// currently active states in the state charts. See the "Stepping Mode" section of the manual
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/// for more details.
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/// </summary>
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public static readonly StringName Step = "step";
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}
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}
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}
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65
addons/godot_state_charts/csharp/StateChartDebugger.cs
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65
addons/godot_state_charts/csharp/StateChartDebugger.cs
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// ReSharper disable once CheckNamespace
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namespace GodotStateCharts
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{
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using Godot;
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using System;
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/// <summary>
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/// Wrapper around the state chart debugger node.
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/// </summary>
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public class StateChartDebugger : NodeWrapper
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{
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private StateChartDebugger(Node wrapped) : base(wrapped) {}
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/// <summary>
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/// Creates a wrapper object around the given node and verifies that the node
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/// is actually a state chart debugger. The wrapper object can then be used to interact
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/// with the state chart debugger from C#.
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/// </summary>
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/// <param name="stateChartDebugger">the node that is the state chart debugger</param>
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/// <returns>a StateChartDebugger wrapper.</returns>
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/// <throws>ArgumentException if the node is not a state chart debugger.</throws>
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public static StateChartDebugger Of(Node stateChartDebugger)
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{
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if (stateChartDebugger.GetScript().As<Script>() is not GDScript gdScript
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|| !gdScript.ResourcePath.EndsWith("state_chart_debugger.gd"))
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{
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throw new ArgumentException("Given node is not a state chart debugger.");
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}
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return new StateChartDebugger(stateChartDebugger);
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}
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/// <summary>
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/// Sets the node that the state chart debugger should debug.
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/// </summary>
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/// <param name="node">the the node that should be debugged. Can be a state chart or any
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/// node above a state chart. The debugger will automatically pick the first state chart
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/// node below the given one.</param>
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public void DebugNode(Node node)
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{
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Call(MethodName.DebugNode, node);
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}
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/// <summary>
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/// Adds a history entry to the history output.
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/// </summary>
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/// <param name="text">the text to add</param>
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public void AddHistoryEntry(string text)
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{
|
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Call(MethodName.AddHistoryEntry, text);
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}
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public new class MethodName : Node.MethodName
|
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{
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/// <summary>
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||||
/// Sets the node that the state chart debugger should debug.
|
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/// </summary>
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public static readonly string DebugNode = "debug_node";
|
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/// <summary>
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/// Adds a history entry to the history output.
|
||||
/// </summary>
|
||||
public static readonly string AddHistoryEntry = "add_history_entry";
|
||||
}
|
||||
}
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}
|
156
addons/godot_state_charts/csharp/StateChartState.cs
Normal file
156
addons/godot_state_charts/csharp/StateChartState.cs
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// ReSharper disable once CheckNamespace
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|
||||
namespace GodotStateCharts
|
||||
{
|
||||
using Godot;
|
||||
using System;
|
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|
||||
/// <summary>
|
||||
/// A wrapper around the state node that allows interacting with it from C#.
|
||||
/// </summary>
|
||||
public class StateChartState : NodeWrapper
|
||||
{
|
||||
/// <summary>
|
||||
/// Called when the state is entered.
|
||||
/// </summary>
|
||||
public event Action StateEntered
|
||||
{
|
||||
add => Wrapped.Connect(SignalName.StateEntered, Callable.From(value));
|
||||
remove => Wrapped.Disconnect(SignalName.StateEntered, Callable.From(value));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called when the state is exited.
|
||||
/// </summary>
|
||||
public event Action StateExited
|
||||
{
|
||||
add => Wrapped.Connect(SignalName.StateExited, Callable.From(value));
|
||||
remove => Wrapped.Disconnect(SignalName.StateExited, Callable.From(value));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called when the state receives an event. Only called if the state is active.
|
||||
/// </summary>
|
||||
public event Action<StringName> EventReceived
|
||||
{
|
||||
add => Wrapped.Connect(SignalName.EventReceived, Callable.From(value));
|
||||
remove => Wrapped.Disconnect(SignalName.EventReceived, Callable.From(value));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called when the state is processing.
|
||||
/// </summary>
|
||||
public event Action<float> StateProcessing
|
||||
{
|
||||
add => Wrapped.Connect(SignalName.StateProcessing, Callable.From(value));
|
||||
remove => Wrapped.Disconnect(SignalName.StateProcessing, Callable.From(value));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called when the state is physics processing.
|
||||
/// </summary>
|
||||
public event Action<float> StatePhysicsProcessing
|
||||
{
|
||||
add => Wrapped.Connect(SignalName.StatePhysicsProcessing, Callable.From(value));
|
||||
remove => Wrapped.Disconnect(SignalName.StatePhysicsProcessing, Callable.From(value));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called when the state chart <code>Step</code> function is called.
|
||||
/// </summary>
|
||||
public event Action StateStepped
|
||||
{
|
||||
add => Wrapped.Connect(SignalName.StateStepped, Callable.From(value));
|
||||
remove => Wrapped.Disconnect(SignalName.StateStepped, Callable.From(value));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called when the state is receiving input.
|
||||
/// </summary>
|
||||
public event Action<InputEvent> StateInput
|
||||
{
|
||||
add => Wrapped.Connect(SignalName.StateInput, Callable.From(value));
|
||||
remove => Wrapped.Disconnect(SignalName.StateInput, Callable.From(value));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called when the state is receiving unhandled input.
|
||||
/// </summary>
|
||||
public event Action<InputEvent> StateUnhandledInput
|
||||
{
|
||||
add => Wrapped.Connect(SignalName.StateUnhandledInput, Callable.From(value));
|
||||
remove => Wrapped.Disconnect(SignalName.StateUnhandledInput, Callable.From(value));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called every frame while a delayed transition is pending for this state.
|
||||
/// Returns the initial delay and the remaining delay of the transition.
|
||||
/// </summary>
|
||||
public event Action<float,float> TransitionPending
|
||||
{
|
||||
add => Wrapped.Connect(SignalName.TransitionPending, Callable.From(value));
|
||||
remove => Wrapped.Disconnect(SignalName.TransitionPending, Callable.From(value));
|
||||
}
|
||||
|
||||
|
||||
protected StateChartState(Node wrapped) : base(wrapped) {}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Creates a wrapper object around the given node and verifies that the node
|
||||
/// is actually a state. The wrapper object can then be used to interact
|
||||
/// with the state chart from C#.
|
||||
/// </summary>
|
||||
/// <param name="state">the node that is the state</param>
|
||||
/// <returns>a State wrapper.</returns>
|
||||
/// <throws>ArgumentException if the node is not a state.</throws>
|
||||
public static StateChartState Of(Node state)
|
||||
{
|
||||
if (state.GetScript().As<Script>() is not GDScript gdScript ||
|
||||
!gdScript.ResourcePath.EndsWith("state.gd"))
|
||||
{
|
||||
throw new ArgumentException("Given node is not a state.");
|
||||
}
|
||||
|
||||
return new StateChartState(state);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns true if this state is currently active.
|
||||
/// </summary>
|
||||
public bool Active => Wrapped.Get("active").As<bool>();
|
||||
|
||||
|
||||
public class SignalName : Godot.Node.SignalName
|
||||
{
|
||||
|
||||
/// <see cref="StateChartState.StateEntered"/>
|
||||
public static readonly StringName StateEntered = "state_entered";
|
||||
|
||||
/// <see cref="StateChartState.StateExited"/>
|
||||
public static readonly StringName StateExited = "state_exited";
|
||||
|
||||
/// <see cref="StateChartState.EventReceived"/>
|
||||
public static readonly StringName EventReceived = "event_received";
|
||||
|
||||
/// <see cref="StateChartState.StateProcessing"/>
|
||||
public static readonly StringName StateProcessing = "state_processing";
|
||||
|
||||
/// <see cref="StateChartState.StatePhysicsProcessing"/>
|
||||
public static readonly StringName StatePhysicsProcessing = "state_physics_processing";
|
||||
|
||||
/// <see cref="StateChartState.StateStepped"/>
|
||||
public static readonly StringName StateStepped = "state_stepped";
|
||||
|
||||
/// <see cref="StateChartState.StateInput"/>
|
||||
public static readonly StringName StateInput = "state_input";
|
||||
|
||||
/// <see cref="StateChartState.StateUnhandledInput"/>
|
||||
public static readonly StringName StateUnhandledInput = "state_unhandled_input";
|
||||
|
||||
/// <see cref="StateChartState.TransitionPending"/>
|
||||
public static readonly StringName TransitionPending = "transition_pending";
|
||||
|
||||
}
|
||||
}
|
||||
}
|
53
addons/godot_state_charts/csharp/Transition.cs
Normal file
53
addons/godot_state_charts/csharp/Transition.cs
Normal file
|
@ -0,0 +1,53 @@
|
|||
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";
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue