Rework player state system to use an event subscription system to avoid directly calling methods on individual state and having to worry about validity

This commit is contained in:
2026-04-01 11:11:02 -05:00
parent 7cd34cb07e
commit eabfeab91a
35 changed files with 882 additions and 2288 deletions

View File

@@ -3,8 +3,11 @@ extends Node
@export var state_machine: PlayerStateMachine
var _subscribed_events: Array[String] = []
var _subscribed_events_callables: Array[Callable] = []
func GetStateEnum() -> PlayerStateMachine.States:
push_error("Unimplemented Method: BaseState.GetName")
push_error("Unimplemented Method: BaseState.GetStateEnum")
return PlayerStateMachine.States.IDLE
@@ -31,3 +34,23 @@ func IsActive() -> bool:
func IsStateActionable() -> bool:
return true
func SubscribeToEvent(event_name: String, callback: Callable) -> void:
if _subscribed_events.has(event_name):
return
_subscribed_events.append(event_name)
_subscribed_events_callables.append(callback)
# State Machine Visibility Only
func _StateMachine_OnEventSent(event_name: String, parameters: Variant) -> void:
var idx := _subscribed_events.find(event_name)
if idx == -1:
push_error("THIS SHOULD NEVER HAPPEN LOL")
var callable := _subscribed_events_callables[idx]
if callable.get_argument_count() == 0:
callable.call()
else:
callable.call(parameters)