Added state machine
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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 init() -> void:
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_init_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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func physics_process(delta: float) -> void:
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if current_state:
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current_state.physics_process(delta)
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func _change_state(new_state: AbstractState) -> void:
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if new_state == null: return
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if new_state == current_state: return
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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 _init_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.init()
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state.switch_state.connect(_change_state)
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