create abstract state machine class
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48
scenes/classes/state_machine.gd
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48
scenes/classes/state_machine.gd
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## Virtual base class for all nodes that deal directly with states.
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## Extend this class and override its methods to implement a state machine.
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@abstract class_name StateMachine extends Node
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## The initial state of the state machine. If not set, the first child node is used.
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@export var initial_state: State
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## The state machine's current loaded state
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@onready var state: State = _get_initial_state()
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func _ready() -> void:
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for state_node: State in find_children("*", "State"):
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state_node.finished.connect(_transition_to_next_state)
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await owner.ready
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state.enter("")
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func _unhandled_input(event: InputEvent) -> void:
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state.handle_input(event)
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func _process(delta: float) -> void:
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state.update(delta)
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func _physics_process(delta: float) -> void:
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state.physics_update(delta)
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## Called when initial state is not specified.
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## Returns the first child node by default.
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## Override if necessary, but don't call it directly.
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func _get_initial_state() -> State:
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return initial_state if initial_state != null else get_child(0)
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## Transitions the active state out after receiving a finished signal.
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func _transition_to_next_state(target_state_path: String, data: Dictionary = {}) -> void:
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if not has_node(target_state_path):
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printerr(owner.name + ": Trying to transition to state " + target_state_path + " but it does not exist.")
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return
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var previous_state_path: StringName = state.name
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state.exit()
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state = get_node(target_state_path)
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state.enter(previous_state_path, data)
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1
scenes/classes/state_machine.gd.uid
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1
scenes/classes/state_machine.gd.uid
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uid://dqjaxgmyxq3rx
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6
scenes/classes/state_machine.tscn
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6
scenes/classes/state_machine.tscn
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[gd_scene load_steps=2 format=3 uid="uid://cy4h0xcy2kscg"]
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[ext_resource type="Script" uid="uid://dqjaxgmyxq3rx" path="res://scenes/classes/state_machine.gd" id="1_rnohx"]
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[node name="StateMachine" type="Node"]
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script = ExtResource("1_rnohx")
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