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

@@ -1,52 +1,14 @@
extends BaseState
class_name PlayerIdleState
signal PlayerBecameIdle
# idle_state.gd
@export var player: PlayerCharacter
func _ready() -> void:
SubscribeToEvent("MovementQueued", OnMovementQueued)
var _movement_component: MovementComponent
var _sit_queued := false
var _sit_queue_pos: Vector2
var _sit_queue_dir: Enums.Directions
func OnMovementQueued(dv: Vector2) -> void:
state_machine.QueueStateChange(PlayerStateMachine.States.WALKING, {"dv": dv})
func GetStateEnum() -> PlayerStateMachine.States:
return PlayerStateMachine.States.IDLE
func Enter(_extra_parameters: Dictionary) -> void:
_movement_component = ComponentUtils.GetMovementComponent(player)
if not _movement_component:
print_rich("[color=yellow]Warning: Player does not have a movement component...[/color]")
PlayerBecameIdle.emit()
func Update(_delta: float) -> void:
var item_a := Input.is_action_just_pressed("use_item_a")
if item_a:
state_machine.QueueStateChange(PlayerStateMachine.States.USING_ITEM_A, {})
return
if _sit_queued:
state_machine.QueueStateChange(PlayerStateMachine.States.SITTING, {"pos": _sit_queue_pos, "dir": _sit_queue_dir})
_sit_queued = false
return
if _movement_component and _movement_component.movement_vector != Vector2.ZERO:
state_machine.QueueStateChange(PlayerStateMachine.States.WALKING)
func OnSitOnFurnitureTriggered(sitting_position: Vector2, sitting_direction: Enums.Directions) -> void:
if state_machine.GetCurrentStateEnum() != GetStateEnum():
return
_sit_queued = true
_sit_queue_pos = sitting_position
_sit_queue_dir = sitting_direction
func OnCutsceneStarted() -> void:
state_machine.QueueStateChange(PlayerStateMachine.States.CUTSCENE)