ft (Wip): FSM behaviour prey
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39
evolve-die-repeat/shared/state_machine.gd
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39
evolve-die-repeat/shared/state_machine.gd
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class_name StateMachine extends Node
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@export var initial_state: State = null
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# use first child as 'active' state
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@onready var state: State = (func get_initial_state() -> State:
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return initial_state if initial_state != null else get_child(0)
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).call()
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# Connect states on ready, then wait.
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func _ready() -> void:
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for node: State in find_children("*", "State"):
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node.finished.connect(_transition_to_next_state)
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await owner.ready
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state.enter("")
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# pass unhandled input to state.
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func _unhandled_input(event: InputEvent) -> void:
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state.handle_input(event)
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# Pass process tick to state.
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func _process(delta: float) -> void:
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state.update(delta)
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# Pass physics tick to state.
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func _physics_process(delta: float) -> void:
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state.physics_update(delta)
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# Transition to next state
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func _transition_to_next_state(target_path: String, data: Dictionary = {}) -> void:
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if not has_node(target_path):
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printerr(owner.name + ": Trying to transition to state " + target_path + ", which does not exist.")
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return
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var previous_state_path := state.name
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state.exit()
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state = get_node(target_path)
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state.enter(previous_state_path, data)
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