ChessBuilder/Systems/StateMachine/StateMachine.gd

46 lines
1.3 KiB
GDScript

class_name StateMachine extends Node
@export var initialState: ChessGameState = null
@onready var state: ChessGameState = (func getInitialState() -> State:
return initialState if initialState != null else get_child(0)
).call()
@onready var parent = get_parent()
var previouseState = null
@onready var stateString: RichTextLabel = owner.get_node("StateLabel")
func _ready() -> void:
print("Ready Statemachine")
func start() -> void:
for stateNode: ChessGameState in find_children("*", "ChessGameState"):
stateNode.game = owner
stateNode.finished.connect(transitionToNextState)
await owner.ready
state.enter("")
func enter() -> void:
state.enter("")
func unhandledInput(event: InputEvent) -> void:
# print("StateMachine received input:", event)
state.handleInput(event)
func process(delta: float) -> void: state.update(delta)
func transitionToNextState(targetStatePath: String, data: Dictionary = {}) -> void:
print("TRANSITIONING TO: ", targetStatePath)
if not has_node(targetStatePath):
printerr(owner.name + ": Trying to transition to state " + targetStatePath + " but it does not exist.")
return
previouseState = state.name
state.exit()
state = get_node(targetStatePath)
stateString.text = targetStatePath;
state.enter(previouseState, data)