using Godot; using System; public partial class TAS_System : Node { private double _frameLength = 0.1; private bool _isIncrementingFrames = false; private double _timeSinceLastFrame; private int _currentFrame = 0; private int _lastAdvancedFrame = 0; public double FrameLength { get { return this._frameLength; } set { this._frameLength = value; } } public bool IsIncrementingFrames { get { return this._isIncrementingFrames; } private set { this._isIncrementingFrames = value; } } private double TimeSinceLastFrame { get { return this._timeSinceLastFrame; } set { this._timeSinceLastFrame = value; } } public int CurrentFrame { get { return this._currentFrame; } private set { this._currentFrame = value; } } /// /// The last frame that can be advanced to. This will /// only be greater than CurrentFrame after the player /// regresses frames, and will be equal to CurrentFrame /// when the player has just done an action. /// /// public int LastAdvancedFrame { get { return this._lastAdvancedFrame; } private set { this._lastAdvancedFrame = value; } } /// /// Signal is emitted whenever the current frame is incremented. /// /// [Signal] public delegate void FrameIncrementedEventHandler(int newFrame); [Signal] public delegate void FramesAdvancedEventHandler(int startFrame, int endFrame); [Signal] public delegate void FramesRegressedEventHandler(int startFrame, int endFrame); public void StartIncrementingFrames() { this.IsIncrementingFrames = true; } public void StopIncrementingFrames() { this.IsIncrementingFrames = false; } public void ResetFrameCount() { this.CurrentFrame = 0; this.LastAdvancedFrame = 0; } // Returns how many frames it could successfully advance public int Advance(int numFrames) { int newFrame = Math.Min(this.CurrentFrame + numFrames, this.LastAdvancedFrame); int framesAdvanced = newFrame - this.CurrentFrame; EmitSignal(SignalName.FramesAdvanced, this.CurrentFrame, newFrame); this.CurrentFrame = newFrame; return framesAdvanced; } // Returns how many frames it could successfully regress public int Regress(int numFrames) { int newFrame = Math.Max(this.CurrentFrame - numFrames, 0); int framesRegressed = newFrame - this.CurrentFrame; EmitSignal(SignalName.FramesRegressed, this.CurrentFrame, newFrame); this.CurrentFrame = newFrame; return framesRegressed; } /// /// Gets rid of advanced frames. /// public void DiscardAdvancedFrames() { this.LastAdvancedFrame = this.CurrentFrame; } public override void _PhysicsProcess(double delta) { if (this.IsIncrementingFrames) { this.TimeSinceLastFrame += delta; if (this.TimeSinceLastFrame >= this.FrameLength) { this.CurrentFrame++; this.LastAdvancedFrame = this.CurrentFrame; EmitSignal(SignalName.FrameIncremented, this.CurrentFrame); this.TimeSinceLastFrame = 0 + (this.TimeSinceLastFrame - this.FrameLength); } } // GD.Print(CurrentFrame); } // public void Test() // { // GD.Print("test123"); // // EmitSignal(SignalName.TestSignal, "test456"); // } }