generated from krampus/template-godot4
50 lines
1.5 KiB
GDScript
50 lines
1.5 KiB
GDScript
@tool
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@icon("../../icons/cooldown.svg")
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extends Decorator
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class_name CooldownDecorator
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## The Cooldown Decorator will return 'FAILURE' for a set amount of time
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## after executing its child.
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## The timer resets the next time its child is executed and it is not `RUNNING`
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## The wait time in seconds
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@export var wait_time := 0.0
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@onready var cache_key = "cooldown_%s" % self.get_instance_id()
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func tick(actor: Node, blackboard: Blackboard) -> int:
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var c = get_child(0)
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var remaining_time = blackboard.get_value(cache_key, 0.0, str(actor.get_instance_id()))
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var response
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if c != running_child:
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c.before_run(actor, blackboard)
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if remaining_time > 0:
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response = FAILURE
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remaining_time -= get_physics_process_delta_time()
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blackboard.set_value(cache_key, remaining_time, str(actor.get_instance_id()))
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if can_send_message(blackboard):
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BeehaveDebuggerMessages.process_tick(self.get_instance_id(), response)
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else:
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response = c.tick(actor, blackboard)
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if can_send_message(blackboard):
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BeehaveDebuggerMessages.process_tick(c.get_instance_id(), response)
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if c is ConditionLeaf:
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blackboard.set_value("last_condition", c, str(actor.get_instance_id()))
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blackboard.set_value("last_condition_status", response, str(actor.get_instance_id()))
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if response == RUNNING and c is ActionLeaf:
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running_child = c
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blackboard.set_value("running_action", c, str(actor.get_instance_id()))
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if response != RUNNING:
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blackboard.set_value(cache_key, wait_time, str(actor.get_instance_id()))
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return response
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