Reworked idle, lookaround and death to the states
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@@ -3,7 +3,7 @@ extends Node
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@warning_ignore("unused_signal")
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signal new_state(state: AbstractState)
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signal switch_state(state: AbstractState)
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func enter() -> void:
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@@ -2,9 +2,18 @@ class_name StateMachine
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extends Node
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@export var initial_state: AbstractState
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var current_state : AbstractState
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func _ready() -> void:
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_connect_states()
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if initial_state:
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_change_state(initial_state)
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func _process(delta: float) -> void:
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if current_state:
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current_state.process(delta)
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@@ -15,8 +24,16 @@ func _physics_process(delta: float) -> void:
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current_state.physics_process(delta)
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func change_state(new_state: AbstractState) -> void:
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func _change_state(new_state: AbstractState) -> void:
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if current_state:
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current_state.exit()
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current_state = new_state
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current_state.enter()
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func _connect_states() -> void:
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for child in get_children():
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if not child is AbstractState: continue
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var state := child as AbstractState
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state.switch_state.connect(_change_state)
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