# Description TODO # How to use - Add a Node2D node named "StateMachine" with the script state_machine.gd - Initialize the states, initial state and conditions: {{{ $StateMachine.add_state("idle") $StateMachine.add_state("hurt") $StateMachine.add_state("dead") $StateMachine.set_init_state("idle") $StateMachine.add_transition("idle", "hurt", [], "fire") $StateMachine.add_transition("hurt", "dead", ["has_stuff_been_handled", "is_dead"]) $StateMachine.add_transition("hurt", "idle", ["has_stuff_been_handled"]) }}} - Trigger an event {{{ $StateMachine.trigger("fire") }}} - Add a condition: it's just a func returning a bool {{{ def has_stuff_been_handled(): return true }}} - Add callbacks for state entering/update/exiting: just add the state name in on_XXXXX_state_YYYY() {{{ func on_idle_state_enter(): pass func on_idle_state_update(delta): pass func on_idle_state_exit(): pass }}} - Enabling debug mode (logs when changing states) {{{ $StateMachine.set_debug_enabled(true) }}} - Get the current state {{{ $StateMachine.get_current_state() }}} - Get the last known state (before the current one) {{{ $StateMachine.get_last_state() }}} # Credits icon: made by Freepik from https://www.flaticon.com, license: Creative Commons BY 3.0