Files
tgcc/core/ai/framework/state_machine.gd

62 lines
1.2 KiB
GDScript

extends Node
class_name StateMachine
@export var initial_state: State
var current_state: State
var states: Dictionary[StringName, State] = {}
var is_initialized: bool = false
var _enabled: bool = true
var enable: bool:
set(value):
_enabled = value
_set_enabled(value)
get:
return _enabled
func _ready() -> void:
_initialize_states()
_set_enabled(enable)
func _initialize_states() -> void:
if is_initialized:
return
for state in get_children():
if state is State:
states[state.state_id] = state
state.transitioned.connect(_on_state_transition)
is_initialized = true
func _set_enabled(value: bool) -> void:
_enabled = value
if not _enabled:
return
_initialize_states()
if initial_state and current_state == null:
current_state = initial_state
current_state.enter()
func physics_process(delta) -> void:
if current_state and _enabled:
current_state.physics_update(delta)
func _on_state_transition(state: State, new_state_id: StringName) -> void:
if state != current_state:
return
var new_state = states.get(new_state_id)
if not new_state:
return
if current_state:
current_state.exit()
current_state = new_state
current_state.enter()