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)