add basic state
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classes/state/state.gd
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classes/state/state.gd
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## Virtual base class for all states.
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## Extend this class and override its methods to implement a state.
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@abstract class_name State extends Node
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## Emitted when the state finishes and wants to transition to another state.
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@warning_ignore("unused_signal")
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signal finished(next_state_path: String, data: Dictionary)
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## For 'ghost frame' update fix
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var is_active: bool = false:
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set(value):
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is_active = value
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get:
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return is_active
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## Called by the state machine when receiving unhandled input events.
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@abstract func _handle_input(event: InputEvent) -> void
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## Called by the state machine on the engine's main loop tick.
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@abstract func _state_update(delta: float) -> void
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## Called by the state machine on the engine's physics update tick.
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@abstract func _state_physics_update(delta: float) -> void
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## Called by the state machine upon changing the active state. The `data` parameter
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## is a dictionary with arbitrary data the state can use to initialize itself.
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@abstract func _enter(previous_state_path: String, data: Dictionary = {}) -> void
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## Called by the state machine before changing the active state. Use this function
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## to clean up the state.
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@abstract func _exit() -> void
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func handle_input(event: InputEvent) -> void:
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if not is_active: return
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_handle_input(event)
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func state_update(delta: float) -> void:
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if not is_active: return
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_state_update(delta)
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func state_physics_update(delta: float) -> void:
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if not is_active: return
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_state_physics_update(delta)
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func enter(previous_state_path: String, data: Dictionary = {}) -> void:
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is_active = true
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_enter(previous_state_path, data)
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func exit() -> void:
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is_active = false
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_exit()
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1
classes/state/state.gd.uid
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1
classes/state/state.gd.uid
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uid://c204s7yw0rmoa
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