·
# StateMachine.gd

class_name StateMachine
extends Node

signal transitioned(state_path)

export var initial_state := NodePath()

onready var state: State = get_node(initial_state) setget set_state

var _stack := []
var _state_name := ""


func _init() -> void:
    add_to_group("state_machine")


func _ready() -> void:
    yield(owner, "ready")
    _stack.push_front(initial_state)
    state.enter()


func _unhandled_input(event: InputEvent) -> void:
    state.unhandled_input(event)


func _process(delta: float) -> void:
    state.process(delta)


func _physics_process(delta: float) -> void:
    state.physics_process(delta)


func transition_to(target_state_path: String, msg := {}) -> void:
    if not has_node(target_state_path):
        return
    var target_state := get_node(target_state_path)
    state.exit()
    self.state = target_state
    state.enter(msg)
    emit_signal("transitioned", target_state_path)


func push_state(state_path: String, msg := {}) -> void:
    _stack.push_front(state_path)
    transition_to(state_path, msg)


func pop_state() -> void:
    _stack.pop_front()
    transition_to(_stack[0])


func set_state(value: State) -> void:
    state = value
    _state_name = state.name
# State.gd

class_name State
extends Node

onready var _state_machine := _get_state_machine(self)

var _superstate: State = null


func _ready() -> void:
    yield(owner, "ready")
    if not get_parent().is_in_group("state_machine"):
        _superstate = get_parent()


func unhandled_input(event: InputEvent) -> void:
    return


func process(delta: float) -> void:
    return


func physics_process(delta: float, msg := {}) -> void:
    return


func enter(msg := {}) -> void:
    return


func exit() -> void:
    return


func _get_state_machine(node: Node) -> Node:
    if node != null and not node.is_in_group("state_machine"):
        return _get_state_machine(node.get_parent())
    return node