refactor state class to fix ghost update issue

This commit is contained in:
yuki 2025-11-14 21:24:57 -03:00
parent 969d264b6e
commit 16fba6caed
2 changed files with 44 additions and 10 deletions

View file

@ -12,21 +12,21 @@ func _ready() -> void:
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 = {}) -> void:
func _enter(_previous_state_path: String, _data: Dictionary = {}) -> void:
pass
func exit() -> void:
func _exit() -> void:
pass
func handle_input(_event: InputEvent) -> void:
func _handle_input(_event: InputEvent) -> void:
pass
func state_update(_delta: float) -> void:
func _state_update(_delta: float) -> void:
pass
func state_physics_update(_delta: float) -> void:
func _state_physics_update(_delta: float) -> void:
pass

View file

@ -6,19 +6,53 @@
@warning_ignore("unused_signal")
signal finished(next_state_path: String, data: Dictionary)
## 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
@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
@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
@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 = {}) -> void
@abstract func _enter(previous_state_path: String, data: Dictionary = {}) -> void
## Called by the state machine before changing the active state. Use this function
## to clean up the state.
@abstract func exit() -> void
@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 = {}) -> void:
is_active = true
_enter(previous_state_path, data)
func exit() -> void:
is_active = false
_exit()