Added a StateMachine interface
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extends Node
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extends Node
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class_name StateMachine
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class_name StateMachine
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var state = null
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var state = null setget set_state
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var previous_state = null
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var previous_state = null
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var states = {}
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onready var parent = get_parent()
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onready var parent = get_parent()
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func _state_logic(delta):
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func _physics_process(delta):
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if state != null:
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_state_logic(delta)
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var transition = _get_transition(delta)
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if transition != null:
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set_state(transition)
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func _state_logic(_delta):
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pass
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pass
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func _get_transition(delta):
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func _get_transition(_delta):
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return null
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return null
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func _enter_state(new_state, old_state):
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func _enter_state(_new_state, _previous_state):
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pass
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pass
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func _exit_state
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func _exit_state(_previous_state, _new_state):
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pass
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func set_state(new_state):
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previous_state = state
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state = new_state
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if previous_state != null:
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_exit_state(previous_state, new_state)
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if new_state != null:
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_enter_state(new_state, previous_state)
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func add_state(state_name):
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states[states.size()] = state_name
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