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) | |