WIP: test commit #1
45
scripts/state_machine.gd
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45
scripts/state_machine.gd
Normal file
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extends Node
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@export var initial_state : State
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var states : Dictionary = {}
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var current_state : State = null
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func _ready() -> void:
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for child in get_children():
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if child is State:
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states[child.name.to_lower()] = child
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child.Transitioned.connect(_on_state_transitioned)
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if initial_state:
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initial_state.enter()
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current_state = initial_state
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func _process(delta: float) -> void:
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if current_state:
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current_state.frame_update(delta)
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func _physics_process(delta: float) -> void:
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if current_state:
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current_state.physics_update(delta)
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func _on_state_transitioned(state: State, new_state_name: String) -> void:
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if state != current_state:
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push_warning("Attempting transition from nonactive state!")
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return
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change_state(new_state_name)
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func change_state(new_state_name: String) -> void:
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var key := new_state_name.to_lower()
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var new_state: State = states.get(key)
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if new_state == null:
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push_error("New state not found: %s" % key)
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return
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elif current_state == new_state:
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push_warning("Already in state: %s" % key)
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return
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if current_state:
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current_state.exit()
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new_state.enter()
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current_state = new_state
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