class_name LevelState extends State const PAUSED = "Paused" const STARTING = "Starting" const PLAYING = "Playing" const SCORING = "Scoring" const FINISHING = "Finishing" var level: Level func _ready() -> void: await owner.ready level = owner.owner as Level # ugly i know. im so sorry im so fucking sorry TODO: SAFER IMPLEMENTATION assert(level != null, "The LevelState state type must be used only in the level scene. It needs the owner's parent to be a Level node.") func _enter(_previous_state_path: String, _data: Dictionary = {}) -> void: pass func _exit() -> void: pass func _handle_input(_event: InputEvent) -> void: pass func _state_update(_delta: float) -> void: pass func _state_physics_update(_delta: float) -> void: pass