refactor state class to fix ghost update issue
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2 changed files with 44 additions and 10 deletions
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@ -12,21 +12,21 @@ func _ready() -> void:
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assert(player != null, "The PlayerState state type must be used only in the player scene. It needs the owner to be a Player node.")
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func enter(previous_state_path: String, data: Dictionary = {}) -> void:
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func _enter(_previous_state_path: String, _data: Dictionary = {}) -> void:
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pass
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func exit() -> void:
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func _exit() -> void:
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pass
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func handle_input(_event: InputEvent) -> void:
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func _handle_input(_event: InputEvent) -> void:
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pass
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func state_update(_delta: float) -> void:
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func _state_update(_delta: float) -> void:
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pass
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func state_physics_update(_delta: float) -> void:
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func _state_physics_update(_delta: float) -> void:
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pass
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@ -6,19 +6,53 @@
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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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@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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@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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@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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@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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@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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