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addons/godot_state_charts/state_is_active_guard.gd
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addons/godot_state_charts/state_is_active_guard.gd
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@tool
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@icon("state_is_active_guard.svg")
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## A guard that checks if a certain state is active.
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class_name StateIsActiveGuard
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extends Guard
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const DebugUtil = preload("debug_util.gd")
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## The state to be checked. When null this guard will return false.
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@export_node_path("StateChartState") var state: NodePath
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func is_satisfied(context_transition:Transition, context_state:StateChartState) -> bool:
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## resolve the state, relative to the transition
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var actual_state := context_transition.get_node_or_null(state)
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if actual_state == null:
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push_warning("State ", state , " referenced in StateIsActiveGuard below ", DebugUtil.path_of(context_state), " could not be resolved. Verify that the node path is correct.")
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return false
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return actual_state.active
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func get_supported_trigger_types() -> int:
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return StateChart.TriggerType.STATE_CHANGE
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