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using Godot; | |
public partial class State : Node | |
{ | |
[Signal] | |
public delegate void FinishedEventHandler(string nextState); | |
[Signal] | |
public delegate void StackEventHandler(string nextState); | |
public virtual void Enter(Node host) | |
{ | |
} | |
public virtual void Exit(Node host) | |
{ | |
} | |
public virtual void HandleInput(Node host, InputEvent @event) | |
{ | |
} | |
public virtual void UnhandledInput(Node host, InputEvent @event) | |
{ | |
} | |
public virtual void Update(Node host, double delta) | |
{ | |
} | |
public virtual void PhysicsUpdate(Node host, double delta) | |
{ | |
} | |
public override string ToString() | |
{ | |
return Name; | |
} | |
} |
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using System.Collections.Generic; | |
using Godot; | |
public partial class StateMachine : Node | |
{ | |
private Godot.Collections.Dictionary<string, State> _statesMap = new(); | |
private State _currentState; | |
public string CurrentState => _currentState.Name; | |
private Stack<string> _statesStack; | |
private bool _initialized; | |
public StateMachine() | |
{ | |
_statesStack = new Stack<string>(); | |
} | |
public override void _PhysicsProcess(double delta) | |
{ | |
_currentState?.PhysicsUpdate(this, delta); | |
} | |
public override void _Process(double delta) | |
{ | |
_currentState?.Update(this, delta); | |
} | |
public override void _Input(InputEvent @event) | |
{ | |
_currentState?.HandleInput(this, @event); | |
} | |
public override void _UnhandledInput(InputEvent @event) | |
{ | |
_currentState?.UnhandledInput(this, @event); | |
} | |
public void ChangeState(State state, bool stacked = false) | |
{ | |
ChangeState(state.Name, stacked); | |
} | |
public void ChangeState(string stateName, bool stacked = false) | |
{ | |
if (_statesStack.Count > 0 && !stacked) | |
{ | |
_statesStack.Pop(); | |
} | |
if (stateName != "__previous__") | |
{ | |
_statesStack.Push(stateName); | |
} | |
// Get the state object | |
var newState = States(_statesStack.Peek()); | |
// Call exit on current state | |
_currentState?.Exit(this); | |
// Call enter on new state | |
if (stateName != "__previous__") | |
{ | |
newState.Enter(this); | |
} | |
// Set current state on new state | |
_currentState = newState; | |
} | |
private State States(string stateName) | |
{ | |
return _statesMap[stateName]; | |
} | |
public override void _Ready() | |
{ | |
foreach (Node node in GetChildren()) | |
{ | |
var state = node as State; | |
if (state == null) | |
{ | |
continue; | |
} | |
_statesMap[node.Name] = state; | |
state.Finished += OnStateChanged; | |
state.Stack += OnStateStacked; | |
} | |
_initialized = true; | |
} | |
public override void _ExitTree() | |
{ | |
_currentState?.Exit(this); | |
foreach (var state in _statesMap.Values) | |
{ | |
state.Finished -= OnStateChanged; | |
state.Stack -= OnStateStacked; | |
} | |
} | |
// Signals | |
public void OnStateChanged(string nextState) | |
{ | |
ChangeState(nextState); | |
} | |
public void OnStateStacked(string nextState) | |
{ | |
ChangeState(nextState, stacked: true); | |
} | |
} |
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