# 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