extends StateMachine func _ready() -> void: add_state("darting") state = states.darting set_state(states.darting) for state in states: if state_matching_method_exists(state): continue else: printerr("StateMachine -> State: " + state + " has no matching method in parent.") push_error("StateMachine -> State: " + state + " has no matching method in parent.") # _animation_logic() # Game logic consequences of state func _state_logic(delta): #var state_action_ref = funcref(parent, self.state) #parent.velocity = state_action_ref.call_func() parent.execute_movement(delta) func _get_transition(_delta): return null func _enter_state(_new_state, _previous_state): pass func _exit_state(_previous_state, _new_state): pass