smashball/scenes/levels/level_director.gd

11 lines
437 B
GDScript

extends StateMachine
# TODO: remove this file (its for debug only)
func _ready() -> void:
assert(state != null, "initial state is null")
for state_node: State in find_children("*", "State"):
# fixes duplicate connections (not sure why)
if not state_node.finished.is_connected(_transition_to_next_state):
state_node.finished.connect(_transition_to_next_state)
await owner.ready
state.enter("", {"round": 0, "restart": false})