Tales-of-PKMN/game/player/StateMachine/StateMachine.gd
2026-09-01 13:31:35 +02:00

49 lines
1.2 KiB
GDScript

extends Node
class_name StateMachine
@export var initial_state : State
var curr_state : State
var curr_state_name : String
var states : Dictionary = {}
@onready var char_ref : CharacterBody3D = $".."
func _ready() -> void:
#get all the state childrens
for child in get_children():
if child is State:
states[child.name.to_lower()] = child
child.transitioned.connect(on_state_child_transition)
#if initial state, transition to it
if initial_state:
await get_tree().create_timer(0.1).timeout
initial_state.enter(char_ref)
curr_state = initial_state
curr_state_name = curr_state.state_name
func _process(delta : float) -> void:
if curr_state: curr_state.update(delta)
func _physics_process(delta: float) -> void:
if curr_state: curr_state.physics_update(delta)
func on_state_child_transition(state : State, new_state_name : String) -> void:
#manage the transition from one state to another
if state != curr_state: return
var new_state = states.get(new_state_name.to_lower())
if !new_state: return
#exit the current state
if curr_state: curr_state.exit()
#enter the new state
new_state.enter(char_ref)
curr_state = new_state
curr_state_name = curr_state.state_name