WIP: test commit #1

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scripts/state_machine.gd Normal file
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extends Node
@export var initial_state : State
var states : Dictionary = {}
var current_state : State = null
func _ready() -> void:
for child in get_children():
if child is State:
states[child.name.to_lower()] = child
child.Transitioned.connect(_on_state_transitioned)
if initial_state:
initial_state.enter()
current_state = initial_state
func _process(delta: float) -> void:
if current_state:
current_state.frame_update(delta)
func _physics_process(delta: float) -> void:
if current_state:
current_state.physics_update(delta)
func _on_state_transitioned(state: State, new_state_name: String) -> void:
if state != current_state:
push_warning("Attempting transition from nonactive state!")
return
change_state(new_state_name)
func change_state(new_state_name: String) -> void:
var key := new_state_name.to_lower()
var new_state: State = states.get(key)
if new_state == null:
push_error("New state not found: %s" % key)
return
elif current_state == new_state:
push_warning("Already in state: %s" % key)
return
if current_state:
current_state.exit()
new_state.enter()
current_state = new_state