Created
March 22, 2024 13:17
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godot 4, C#, state machine
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using Godot; | |
using System; | |
public partial class IdleState : Node | |
{ | |
public override void _Ready() | |
{ | |
base._Ready(); | |
} | |
public override void _Notification(int what) | |
{ | |
base._Notification(what); | |
if (what == GameConstants.IDLE_STATE) | |
{ | |
Player characterNode = GetOwner<Player>(); | |
characterNode.animationPlayerNode.Play(GameConstants.ANIM_IDLE); | |
} | |
} | |
} |
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using Godot; | |
using System; | |
public partial class MoveState : Node | |
{ | |
public override void _Ready() | |
{ | |
base._Ready(); | |
Player characterNode = GetOwner<Player>(); | |
characterNode.animationPlayerNode.Play(GameConstants.ANIM_MOVE); | |
} | |
public override void _Notification(int what) | |
{ | |
base._Notification(what); | |
if(what == GameConstants.MOVE_STATE) | |
{ | |
Player characterNode = GetOwner<Player>(); | |
characterNode.animationPlayerNode.Play(GameConstants.ANIM_MOVE); | |
} | |
} | |
} |
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using Godot; | |
using System; | |
public partial class StateMachine : Node | |
{ | |
[Export] private Node currentState; | |
[Export] private Node[] States; | |
public override void _Ready() | |
{ | |
currentState.Notification(GameConstants.IDLE_STATE); | |
} | |
} |
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