Blobby/src/StateMachines/StateMachine.gd

43 lines
877 B
GDScript

extends Node
class_name StateMachine
var state = null setget set_state
var previous_state = null
var states = {}
# Parent Node that uses these states
onready var parent = get_parent()
# Basic process flow for every SM
func _physics_process(delta):
if state != null:
_state_logic(delta)
var transition = _get_transition(delta)
if transition != null:
set_state(transition)
# Game logic consequences of state
func _state_logic(_delta):
pass
func _get_transition(_delta):
return null
func _enter_state(_new_state, _previous_state):
pass
func _exit_state(_previous_state, _new_state):
pass
func set_state(new_state):
previous_state = state
state = new_state
if previous_state != null:
_exit_state(previous_state, new_state)
if new_state != null:
_enter_state(new_state, previous_state)
func add_state(state_name):
states[state_name] = state_name