added enemy state machine with idle, stunned, and dead states

This commit is contained in:
derek
2025-04-21 16:41:16 -05:00
parent 423feb8fc3
commit ca81947325
20 changed files with 1289 additions and 539 deletions

39
scripts/StateMachine.gd Normal file
View File

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