Rework player state system to use an event subscription system to avoid directly calling methods on individual state and having to worry about validity
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11
Entities/Characters/Player/Scripts/state_event_connector.gd
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11
Entities/Characters/Player/Scripts/state_event_connector.gd
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extends Node
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@export var state_machine: PlayerStateMachine
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# Public Methods
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func OnMovementQueued(direction_vector: Vector2) -> void:
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state_machine.SendEventToCurrentStateIfValid("MovementQueued", direction_vector)
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func OnNoMovementQueued() -> void:
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state_machine.SendEventToCurrentStateIfValid("NoMovementQueued")
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