31 lines
668 B
GDScript
31 lines
668 B
GDScript
extends StateMachine
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# Adds the intial states
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func _ready():
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add_state("idle")
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add_state("run")
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add_state("jump")
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add_state("fall")
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print_debug(states)
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set_state(states.idle);
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# Calls the parent behaviours according to state
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func _state_logic(delta):
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parent.get_node("CollisionShape2D/RayCaster")._raycast(Vector2.DOWN, parent.get_node("CollisionShape2D").get_shape(), parent.collision_mask)
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parent.apply_movement(delta)
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# Determines which state should be active at the moment
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func _get_transition(delta):
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return null
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func _enter_state(new_state, old_state):
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pass
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func _exit_state(old_state, new_state):
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pass
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