51 lines
1 KiB
GDScript
51 lines
1 KiB
GDScript
class_name RoomState extends State
|
|
|
|
|
|
const ENTERING = "Entering"
|
|
const PLAYING = "Playing"
|
|
const EXITING = "Exiting"
|
|
|
|
var room: Room
|
|
|
|
|
|
func _ready() -> void:
|
|
await owner.ready
|
|
room = owner as Room
|
|
assert(room != null, "The RoomState state type must be used only in the room scene. It needs the owner's parent to be a Room node.")
|
|
|
|
|
|
func _enter(_previous_state_path: String, _data: Dictionary = {}) -> 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:
|
|
if Input.is_action_just_pressed("pause"):
|
|
if PAUSED in exclude: return ""
|
|
return PAUSED
|
|
|
|
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
|