38 lines
817 B
GDScript
38 lines
817 B
GDScript
class_name StateMachine
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extends Node
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signal changed(state_name: String, old_state: String)
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@export var current_state: Node
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var states: Dictionary = {}
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func _ready() -> void:
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for state in get_children():
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states[state.get_name()] = state
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state.state_machine = self
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if state != current_state:
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remove_child(state)
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await get_parent().ready
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current_state._on_enter()
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func change_to(new_state: String) -> void:
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if states.has(new_state) == false:
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return
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var old_state = current_state.get_name()
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current_state._on_leave()
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remove_child(current_state)
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current_state = states[new_state]
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add_child(current_state)
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current_state._on_enter()
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changed.emit(new_state, old_state)
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func get_state(state_name: String) -> Node:
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if states.has(state_name) == false:
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return null
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return states[state_name] |