girlwillneversingagain/classes/state_machine/state.gd
2025-11-23 05:45:23 -03:00

61 lines
1.7 KiB
GDScript

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