Created
August 27, 2024 21:18
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| class_name CallableStateMachine | |
| var state_dictionary = {} | |
| var current_state: String | |
| func add_states( | |
| normal_state_callable: Callable, | |
| enter_state_callable: Callable, | |
| leave_state_callable: Callable | |
| ): | |
| state_dictionary[normal_state_callable.get_method()] = { | |
| "normal": normal_state_callable, | |
| "enter": enter_state_callable, | |
| "leave": leave_state_callable | |
| } | |
| func set_initial_state(state_callable: Callable): | |
| var state_name = state_callable.get_method() | |
| if state_dictionary.has(state_name): | |
| _set_state(state_name) | |
| else: | |
| push_warning("No state with name " + state_name) | |
| func update(): | |
| if current_state != null: | |
| (state_dictionary[current_state].normal as Callable).call() | |
| func change_state(state_callable: Callable): | |
| var state_name = state_callable.get_method() | |
| if state_dictionary.has(state_name): | |
| _set_state.call_deferred(state_name) | |
| else: | |
| push_warning("No state with name " + state_name) | |
| func _set_state(state_name: String): | |
| if current_state: | |
| var leave_callable = state_dictionary[current_state].leave as Callable | |
| if !leave_callable.is_null(): | |
| leave_callable.call() | |
| current_state = state_name | |
| var enter_callable = state_dictionary[current_state].enter as Callable | |
| if !enter_callable.is_null(): | |
| enter_callable.call() |
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@mbnewsom All your code can be in a single script. I've updated it below, also fixed the typo in the
State._initdeclaration.I'll probably update this code further once I test it with the new variadic arguments, so we will be allowed to declare this as a single external Node, extend its script to declare the states and give arguments to
.update()and.state_change(), allowing transient variables, likedeltaand controller inputs, being passed into, instead of holding global references, to access these values inside the state functions.