#ifndef ACTOR_STATE_MACHINE_H #define ACTOR_STATE_MACHINE_H #include "core/string/string_name.h" #include "scene/main/node.h" #include "core/object/ref_counted.h" class ActorBody; class ActorState : public RefCounted { GDCLASS(ActorState, Object); static void _bind_methods(); public: virtual void state_entered() {} virtual void process(double delta) {} virtual StringName next_state() const { return this->get_class(); } virtual void state_exited() {} protected: ActorBody *body{nullptr}; friend class ActorStateMachine; }; class ActorStateMachine : public Node { GDCLASS(ActorStateMachine, Node); static void _bind_methods(); void _notification(int what); void ready(); void process(double delta); template void add_state(); void try_next_state(); void switch_state(ActorState *state); private: ActorBody *body{nullptr}; ActorState *current_state{}; HashMap states{}; }; template void ActorStateMachine::add_state() { ActorState *state{memnew(TState)}; state->body = this->body; this->states.insert(TState::get_class_static(), state); if(current_state == nullptr) { this->current_state = state; } } class IdleState : public ActorState { GDCLASS(IdleState, ActorState); static void _bind_methods(); public: virtual void state_exited() override; virtual StringName next_state() const override; }; class ActingState : public ActorState { GDCLASS(ActingState, ActorState); static void _bind_methods(); public: virtual void state_entered() override; virtual void process(double delta) override; virtual StringName next_state() const override; private: double const seconds_to_wait{1.0}; double timer{0.0}; }; #endif // !ACTOR_STATE_MACHINE_H