fix: state machines now handle being disabled
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707c38894a
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@ -5,10 +5,12 @@ void StateMachine::_bind_methods() {}
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void StateMachine::switch_to_state(State *state) {
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if (this->current_state != nullptr) {
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this->current_state_is_active = false;
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this->current_state->exit_state();
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}
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this->current_state = state;
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if (this->current_state != nullptr) {
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this->current_state_is_active = true;
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this->current_state->enter_state();
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} else {
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print_error("StateMachine::switch_to_state: New state is nullptr, StateMachine will now stop working");
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@ -38,6 +40,20 @@ void StateMachine::_notification(int what) {
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case NOTIFICATION_PROCESS:
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process(get_process_delta_time());
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return;
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case NOTIFICATION_DISABLED:
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case NOTIFICATION_EXIT_TREE:
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if (this->current_state_is_active && this->current_state != nullptr) {
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this->current_state_is_active = false;
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this->current_state->exit_state();
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}
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return;
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case NOTIFICATION_ENABLED:
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case NOTIFICATION_ENTER_TREE:
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if (!this->current_state_is_active && this->current_state != nullptr) {
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this->current_state_is_active = true;
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this->current_state->enter_state();
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}
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return;
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}
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}
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@ -19,6 +19,7 @@ public:
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private:
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State *current_state{ nullptr };
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bool current_state_is_active{ false };
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HashMap<StringName, State *> states{};
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};
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@ -6,7 +6,8 @@
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script/source = "extends EnemyWretched
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func _on_health_status_death() -> void:
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%StateMachine.set_process(false)
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%StateMachine.process_mode = Node.PROCESS_MODE_DISABLED
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%NavigationAgent3D.process_mode = Node.PROCESS_MODE_DISABLED
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$wretched/AnimationPlayer.play(\"death\")
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$CollisionShape3D.disabled = true
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set_movement_direction(Vector2())
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