extends StateMachine signal got_grounded # Adds the intial states func _ready(): add_state("deactivated") add_state("searching") add_state("hunting") add_state("locking") add_state("shooting") state = states.searching set_state(states.searching) # Calls the parent behaviours according to state func _state_logic(_delta): var state_action_ref = "handle_deactivated_state" match self.state: "deactivated": state_action_ref = funcref(self, "handle_deactivated_state") "searching": state_action_ref = funcref(self, "handle_searching_state") "locking": state_action_ref = funcref(self, "handle_locking_state") "shooting": state_action_ref = funcref(self, "handle_shooting_state") _: state_action_ref = funcref(self, "handle_deactivated_state") print("don't panik") state_action_ref.call_func() func handle_searching_state(): parent.searching() # Locking is intialized once when starting # While the locking is handled by a Time/Turret, this method just passes func handle_locking_state(): pass func handle_shooting_state(): parent.shooting() # Determines which state should be active at the moment func _get_transition(_delta): # TODO why only this way? parent.get_node("StateLabel").text = self.state var new_state if parent.prey != null && self.state == "searching": parent.start_locking() new_state = "locking" if self.state == "locking" && parent.is_locked_on_target(): new_state = "shooting" if new_state != self.state: return new_state return null func _enter_state(new_state, old_state): if old_state == "idle" && (new_state == "walk" || new_state == "run"): pass # TODO This may be hard to keep track of if many states are added if !["run", "walk", "idle"].has(old_state) && parent.is_on_floor(): emit_signal("got_grounded") func _exit_state(old_state, new_state): pass