34 lines
931 B
GDScript
34 lines
931 B
GDScript
class_name StateMachine extends Node
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@export var initialState: State = null
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@onready var state: State = (func getInitialState() -> State:
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return initialState if initialState != null else get_child(0)
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).call()
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func ready() -> void:
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for stateNode: State in find_children("*", "State"):
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stateNode.finished.connect(transitionToNextState)
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await owner.ready
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state.enter("")
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func unhandledInput(event: InputEvent) -> void:
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state.handleInput(event)
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func process(delta: float) -> void:
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state.update(delta)
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func transitionToNextState(targetStatePath: String, data: Dictionary = {}) -> void:
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if not has_node(targetStatePath):
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printerr(owner.name + ": Trying to transition to state " + targetStatePath + " but it does not exist.")
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return
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var previousStatePath := state.name
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state.exit()
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state = get_node(targetStatePath)
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state.enter(previousStatePath, data)
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