added enemy state machine with idle, stunned, and dead states
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39
scripts/StateMachine.gd
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39
scripts/StateMachine.gd
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@@ -0,0 +1,39 @@
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extends Node
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@export var initial_state : State
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var current_state : State
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var states : Dictionary = {}
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func _ready() -> void:
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for child in get_children():
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if child is State:
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states[child.name.to_lower()] = child
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child.Transitioned.connect(on_child_transition)
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if initial_state:
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initial_state.Enter()
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current_state = initial_state
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func _process(delta: float) -> void:
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if current_state:
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current_state.Update(delta)
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func _physics_process(delta: float) -> void:
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if current_state:
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current_state.Physics_Update(delta)
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func on_child_transition(state,new_state_name):
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if state != current_state:
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return
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var new_state = states.get(new_state_name.to_lower())
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if !new_state:
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return
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if current_state:
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current_state.Exit()
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new_state.Enter()
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current_state = new_state
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