| 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) | |