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