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Owen/src/states/SleepStateHandler.js
Kaj Kowalski ad8dbb95dd
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Implement multi-scheme animation name mapper for Owen Animation System
- Added AnimationNameMapper class to handle conversion between different animation naming schemes (legacy, artist, hierarchical, semantic).
- Included methods for initialization, pattern matching, conversion, and validation of animation names.
- Developed comprehensive unit tests for the animation name converter and demo pages using Playwright.
- Created a Vite configuration for the demo application, including asset handling and optimization settings.
- Enhanced the demo with features for batch conversion, performance metrics, and responsive design.
2025-05-24 05:40:03 +02:00

141 lines
3.6 KiB
JavaScript

/**
* @fileoverview Sleep state handler implementation
* @module states
*/
import { StateHandler } from './StateHandler.js'
import { States, Emotions } from '../constants.js'
/**
* Handler for the Sleep state
* @class
* @extends StateHandler
*/
export class SleepStateHandler extends StateHandler {
/**
* Create a sleep state handler
* @param {OwenAnimationContext} context - The animation context
*/
constructor (context) {
super(States.SLEEPING, context)
/**
* Sleep animation clip
* @type {AnimationClip|null}
*/
this.sleepClip = null
/**
* Whether the character is in deep sleep
* @type {boolean}
*/
this.isDeepSleep = false
}
/**
* Enter the sleep state
* @param {string|null} [fromState=null] - The previous state
* @param {string} [_emotion=Emotions.NEUTRAL] - The emotion to enter with (unused)
* @returns {Promise<void>}
*/
async enter (fromState = null, _emotion = Emotions.NEUTRAL) {
console.log(`Entering SLEEPING state from ${fromState}`)
// Play sleep transition if available
const sleepTransition = this.context.getClip('wait_2sleep_T')
if (sleepTransition) {
await sleepTransition.play()
await this.waitForClipEnd(sleepTransition)
}
// Start sleep loop
this.sleepClip = this.context.getClip('sleep_idle_L')
if (this.sleepClip) {
await this.sleepClip.play()
this.currentClip = this.sleepClip
}
this.isDeepSleep = true
}
/**
* Exit the sleep state
* @param {string|null} [toState=null] - The next state
* @param {string} [emotion=Emotions.NEUTRAL] - The emotion to exit with
* @returns {Promise<void>}
*/
async exit (toState = null, _emotion = Emotions.NEUTRAL) {
console.log(`Exiting SLEEPING state to ${toState}`)
this.isDeepSleep = false
if (this.currentClip) {
await this.stopCurrentClip()
}
// Play wake up animation
const wakeUpClip = this.context.getClip('sleep_wakeup_T')
if (wakeUpClip) {
await wakeUpClip.play()
await this.waitForClipEnd(wakeUpClip)
}
// Play transition to next state if available
const transitionName = `sleep_2${toState}_T`
const transition = this.context.getClip(transitionName)
if (transition) {
await transition.play()
await this.waitForClipEnd(transition)
}
}
/**
* Update the sleep state
* @param {number} _deltaTime - Time elapsed since last update (ms, unused)
* @returns {void}
*/
update (_deltaTime) {
// Sleep state doesn't need regular updates
// Character remains asleep until external stimulus
}
/**
* Handle a user message in sleep state (wake up)
* @param {string} _message - The user message (unused, just triggers wake up)
* @returns {Promise<void>}
*/
async handleMessage (_message) {
// Any message should wake up the character
if (this.isDeepSleep) {
console.log('Waking up due to user message')
// This will trigger a state transition to REACTING
await this.context.transitionTo(States.REACTING)
}
}
/**
* Get available transitions from sleep state
* @returns {string[]} Array of available state transitions
*/
getAvailableTransitions () {
return [States.WAITING, States.REACTING]
}
/**
* Check if in deep sleep
* @returns {boolean} True if in deep sleep, false otherwise
*/
isInDeepSleep () {
return this.isDeepSleep
}
/**
* Force wake up from sleep
* @returns {Promise<void>}
*/
async wakeUp () {
if (this.isDeepSleep) {
await this.context.transitionTo(States.WAITING)
}
}
}