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Improvements of state machine
- Open the menu to add new animation nodes by dragging the transitions to
empty areas and automatically connecting them.
- Adds box selection to the state machine.
- Add feature to group/ungroup selected nodes in a "sub" state machine.
- Add start/end node by default. In addition, add new color to these
nodes to differentiate then.
- Add tooltip for transitions to show the connection "from -> to".
- Add new "type" of transition line when multiple transitions are
grouped.
- Add popup to connect nodes in sub state machine.
- Add dialog to select which nodes can be deleted when they are grouped.
- Add classes:
AnimationNodeStartState
AnimationNodeEndState
EditorAnimationMultiTransitionEdit
- Implements disabled transition
API Changes:
- Now it's posible to add transitions between state machines,
`AnimationNodeStateMachine::add_transition` will works with relative path,
this means you can use it like this `add_transition("Idle", "Walk", tr)`
or `add_transition("Idle", "StateMachine/Shoot)`.
This commit is contained in:
committed by
Guilherme Felipe de C. G. da Silva
parent
78193788d0
commit
e7056c195d
@@ -50,13 +50,13 @@ class AnimationNodeStateMachineEditor : public AnimationTreeNodeEditorPlugin {
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Button *tool_select = nullptr;
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Button *tool_create = nullptr;
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Button *tool_connect = nullptr;
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Button *tool_group = nullptr;
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Button *tool_ungroup = nullptr;
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Popup *name_edit_popup = nullptr;
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LineEdit *name_edit = nullptr;
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HBoxContainer *tool_erase_hb = nullptr;
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Button *tool_erase = nullptr;
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Button *tool_autoplay = nullptr;
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Button *tool_end = nullptr;
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OptionButton *transition_mode = nullptr;
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OptionButton *play_mode = nullptr;
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@@ -64,6 +64,7 @@ class AnimationNodeStateMachineEditor : public AnimationTreeNodeEditorPlugin {
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PanelContainer *panel = nullptr;
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StringName selected_node;
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Set<StringName> selected_nodes;
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HScrollBar *h_scroll = nullptr;
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VScrollBar *v_scroll = nullptr;
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@@ -81,18 +82,31 @@ class AnimationNodeStateMachineEditor : public AnimationTreeNodeEditorPlugin {
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static AnimationNodeStateMachineEditor *singleton;
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void _state_machine_gui_input(const Ref<InputEvent> &p_event);
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void _connection_draw(const Vector2 &p_from, const Vector2 &p_to, AnimationNodeStateMachineTransition::SwitchMode p_mode, bool p_enabled, bool p_selected, bool p_travel, bool p_auto_advance);
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void _connection_draw(const Vector2 &p_from, const Vector2 &p_to, AnimationNodeStateMachineTransition::SwitchMode p_mode, bool p_enabled, bool p_selected, bool p_travel, bool p_auto_advance, bool p_multi_transitions);
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void _state_machine_draw();
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void _state_machine_pos_draw();
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void _update_graph();
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PopupMenu *menu = nullptr;
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PopupMenu *connect_menu = nullptr;
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PopupMenu *state_machine_menu = nullptr;
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PopupMenu *end_menu = nullptr;
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PopupMenu *animations_menu = nullptr;
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Vector<String> animations_to_add;
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Vector<String> nodes_to_connect;
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Vector2 add_node_pos;
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ConfirmationDialog *delete_window;
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Tree *delete_tree;
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bool box_selecting = false;
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Point2 box_selecting_from;
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Point2 box_selecting_to;
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Rect2 box_selecting_rect;
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Set<StringName> previous_selected;
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bool dragging_selected_attempt = false;
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bool dragging_selected = false;
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Vector2 drag_from;
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@@ -107,6 +121,7 @@ class AnimationNodeStateMachineEditor : public AnimationTreeNodeEditorPlugin {
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void _add_menu_type(int p_index);
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void _add_animation_type(int p_index);
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void _connect_to(int p_index);
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void _removed_from_graph();
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@@ -131,12 +146,34 @@ class AnimationNodeStateMachineEditor : public AnimationTreeNodeEditorPlugin {
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bool disabled = false;
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bool auto_advance = false;
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float width = 0;
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bool selected;
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bool travel;
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bool hidden;
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int transition_index;
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Vector<TransitionLine> multi_transitions;
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};
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Vector<TransitionLine> transition_lines;
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struct NodeUR {
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StringName name;
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Ref<AnimationNode> node;
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Vector2 position;
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};
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struct TransitionUR {
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StringName new_from;
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StringName new_to;
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StringName old_from;
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StringName old_to;
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Ref<AnimationNodeStateMachineTransition> transition;
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};
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StringName selected_transition_from;
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StringName selected_transition_to;
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int selected_transition_index;
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TransitionLine selected_multi_transition;
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void _add_transition(const bool p_nested_action = false);
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StringName over_node;
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int over_node_what = -1;
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@@ -150,10 +187,19 @@ class AnimationNodeStateMachineEditor : public AnimationTreeNodeEditorPlugin {
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void _clip_src_line_to_rect(Vector2 &r_from, const Vector2 &p_to, const Rect2 &p_rect);
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void _clip_dst_line_to_rect(const Vector2 &p_from, Vector2 &r_to, const Rect2 &p_rect);
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void _erase_selected();
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void _erase_selected(const bool p_nested_action = false);
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void _update_mode();
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void _autoplay_selected();
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void _end_selected();
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void _open_menu(const Vector2 &p_position);
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void _open_connect_menu(const Vector2 &p_position);
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bool _create_submenu(PopupMenu *p_menu, Ref<AnimationNodeStateMachine> p_nodesm, const StringName &p_name, const StringName &p_path, bool from_root = false, Vector<Ref<AnimationNodeStateMachine>> p_parents = Vector<Ref<AnimationNodeStateMachine>>());
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void _stop_connecting();
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void _group_selected_nodes();
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void _ungroup_selected_nodes();
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void _delete_selected();
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void _delete_all();
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void _delete_tree_draw();
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bool last_active = false;
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StringName last_blend_from_node;
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@@ -188,4 +234,26 @@ public:
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AnimationNodeStateMachineEditor();
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};
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class EditorAnimationMultiTransitionEdit : public RefCounted {
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GDCLASS(EditorAnimationMultiTransitionEdit, RefCounted);
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struct Transition {
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StringName from;
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StringName to;
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Ref<AnimationNodeStateMachineTransition> transition;
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};
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Vector<Transition> transitions;
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protected:
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bool _set(const StringName &p_name, const Variant &p_property);
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bool _get(const StringName &p_name, Variant &r_property) const;
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void _get_property_list(List<PropertyInfo> *p_list) const;
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public:
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void add_transition(const StringName &p_from, const StringName &p_to, Ref<AnimationNodeStateMachineTransition> p_transition);
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EditorAnimationMultiTransitionEdit(){};
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};
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#endif // ANIMATION_STATE_MACHINE_EDITOR_H
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