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# 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