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- """
- Base interface for a generic state machine
- It handles initializing, setting the machine active or not
- delegating _physics_process, _input calls to the State nodes,
- and changing the current/active state.
- See the PlayerV2 scene for an example on how to use it
- """
- extends Node
- signal state_changed(current_state)
- """
- You must set a starting node from the inspector or on
- the node that inherits from this state machine interface
- If you don't the game will crash (on purpose, so you won't
- forget to initialize the state machine)
- """
- export(NodePath) var START_STATE
- var states_map = {}
- var states_stack = []
- var current_state = null
- var _active = false setget set_active
- func _ready():
- if not START_STATE:
- START_STATE = get_child(0).get_path()
- for child in get_children():
- child.connect("finished", self, "_change_state")
- initialize(START_STATE)
- func initialize(start_state):
- set_active(true)
- states_stack.push_front(get_node(start_state))
- current_state = states_stack[0]
- current_state.enter()
- func set_active(value):
- _active = value
- set_physics_process(value)
- set_process_input(value)
- if not _active:
- states_stack = []
- current_state = null
- func _input(event):
- current_state.handle_input(event)
- func _physics_process(delta):
- current_state.update(delta)
- func _on_animation_finished(anim_name):
- if not _active:
- return
- current_state._on_animation_finished(anim_name)
- func _change_state(state_name):
- if not _active:
- return
- current_state.exit()
-
- if state_name == "previous":
- states_stack.pop_front()
- else:
- states_stack[0] = states_map[state_name]
-
- current_state = states_stack[0]
- emit_signal("state_changed", current_state)
-
- if state_name != "previous":
- current_state.enter()
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