girlwillneversingagain/scenes/player/player_state.gd
2025-11-23 05:45:23 -03:00

54 lines
1.2 KiB
GDScript

class_name PlayerState extends State
const IDLE = "Idle"
const WALKING = "Walking"
var player: Player
func _ready() -> void:
await owner.ready
player = owner as Player
assert(player != null, "The PlayerState state type must be used only in the player scene. It needs the owner to be a Player node.")
func _enter(_previous_state_path: String, _data: Dictionary[StringName, Variant] = {}) -> void:
pass
func _exit() -> void:
pass
func _handle_input(_event: InputEvent) -> void:
pass
func _state_update(_delta: float) -> void:
pass
func _state_physics_update(_delta: float) -> void:
pass
func match_state(exclude: Array[StringName] = []) -> StringName:
var movement_vector: Vector2 = player.get_movement_vector()
if movement_vector.length() > player.DEADZONE:
if WALKING in exclude: return ""
return WALKING
elif movement_vector.length() < player.DEADZONE:
if IDLE in exclude: return ""
return IDLE
return ""
func watch_state(exclude: Array[StringName] = [], data: Dictionary[StringName, Variant] = {}) -> bool:
var next_state: StringName = match_state(exclude)
if next_state != "":
finished.emit(next_state, data)
return true
return false