create abstract state class

This commit is contained in:
yuki 2025-11-14 15:29:06 -03:00
parent fe15b62976
commit c1aaa9492f
3 changed files with 31 additions and 0 deletions

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scenes/classes/state.gd Normal file
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## 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)
## 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) -> void
## Called by the state machine before changing the active state. Use this function
## to clean up the state.
@abstract func _exit() -> void

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uid://bpjerj832q2gf

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[gd_scene load_steps=2 format=3 uid="uid://kyeowhvglgj2"]
[ext_resource type="Script" uid="uid://bpjerj832q2gf" path="res://scenes/classes/state.gd" id="1_m4c3p"]
[node name="State" type="Node"]
script = ExtResource("1_m4c3p")