godot_rl_FPS / state_machine /state_machine.gd
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extends Node
class_name StateMachine
signal transitioned
var _state_name : String
var controlled : bool = true
@export_node_path var state_path
@onready var state = get_node(state_path):
get: return state
set(value):
state = value
_state_name = state.name
func init(player):
for child in get_children():
child.init(player)
state.enter()
func _process(delta):
state.process(delta)
func _physics_process(delta):
return
if controlled:
state.physics_process(delta)
func transition_to(target_state_path:String, msg={}):
if not has_node(target_state_path):
return
var target_state = get_node(target_state_path)
state.exit()
self.state = target_state
state.enter(msg)
emit_signal("transitioned")
func _unhandled_input(event):
if controlled:
state.unhandled_input(event)