Blobby/src/StateMachines/VacuumStateMachine.gd

33 lines
753 B
GDScript

extends StateMachine
func _ready() -> void:
add_state("darting")
state = states.darting
set_state(states.darting)
for state in states:
if state_matching_method_exists(state):
continue
else:
printerr("StateMachine -> State: " + state + " has no matching method in parent.")
push_error("StateMachine -> State: " + state + " has no matching method in parent.")
# _animation_logic()
# Game logic consequences of state
func _state_logic(delta):
#var state_action_ref = funcref(parent, self.state)
#parent.velocity = state_action_ref.call_func()
parent.execute_movement(delta)
func _get_transition(_delta):
return null
func _enter_state(_new_state, _previous_state):
pass
func _exit_state(_previous_state, _new_state):
pass