notSpore/evolve-die-repeat/shared/state_machine.gd

40 lines
1.1 KiB
GDScript

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