Table of Contents

Class StateMachine

Namespace
AshesOfVelsingrad.Managers
Assembly
Ashes of Velsingrad.dll

Represents a finite state machine that manages transitions between different states. Each child node of this node is expected to be a State.

[ScriptPath("res://scripts/managers/state_machines/StateMachine.cs")]
public sealed class StateMachine : Node, IDisposable
Inheritance
GodotObject
Node
StateMachine
Implements
Inherited Members
Node.NotificationEnterTree
Node.NotificationExitTree
Node.NotificationMovedInParent
Node.NotificationReady
Node.NotificationPaused
Node.NotificationUnpaused
Node.NotificationPhysicsProcess
Node.NotificationProcess
Node.NotificationParented
Node.NotificationUnparented
Node.NotificationSceneInstantiated
Node.NotificationDragBegin
Node.NotificationDragEnd
Node.NotificationPathRenamed
Node.NotificationChildOrderChanged
Node.NotificationInternalProcess
Node.NotificationInternalPhysicsProcess
Node.NotificationPostEnterTree
Node.NotificationDisabled
Node.NotificationEnabled
Node.NotificationResetPhysicsInterpolation
Node.NotificationEditorPreSave
Node.NotificationEditorPostSave
Node.NotificationWMMouseEnter
Node.NotificationWMMouseExit
Node.NotificationWMWindowFocusIn
Node.NotificationWMWindowFocusOut
Node.NotificationWMCloseRequest
Node.NotificationWMGoBackRequest
Node.NotificationWMSizeChanged
Node.NotificationWMDpiChange
Node.NotificationVpMouseEnter
Node.NotificationVpMouseExit
Node.NotificationWMPositionChanged
Node.NotificationOsMemoryWarning
Node.NotificationTranslationChanged
Node.NotificationWMAbout
Node.NotificationCrash
Node.NotificationOsImeUpdate
Node.NotificationApplicationResumed
Node.NotificationApplicationPaused
Node.NotificationApplicationFocusIn
Node.NotificationApplicationFocusOut
Node.NotificationTextServerChanged
Node.NotificationAccessibilityUpdate
Node.NotificationAccessibilityInvalidate
Node.GetNode<T>(NodePath)
Node.GetNodeOrNull<T>(NodePath)
Node.GetOwner<T>()
Node.GetOwnerOrNull<T>()
Node.GetParent<T>()
Node.GetParentOrNull<T>()
Node._EnterTree()
Node._ExitTree()
Node._GetAccessibilityConfigurationWarnings()
Node._GetConfigurationWarnings()
Node._GetFocusedAccessibilityElement()
Node._Input(InputEvent)
Node._ShortcutInput(InputEvent)
Node._UnhandledKeyInput(InputEvent)
Node.PrintOrphanNodes()
Node.GetOrphanNodeIds()
Node.RemoveChild(Node)
Node.HasNode(NodePath)
Node.GetNode(NodePath)
Node.GetNodeOrNull(NodePath)
Node.GetParent()
Node.HasNodeAndResource(NodePath)
Node.GetNodeAndResource(NodePath)
Node.IsInsideTree()
Node.IsPartOfEditedScene()
Node.IsAncestorOf(Node)
Node.IsGreaterThan(Node)
Node.GetPath()
Node.RemoveFromGroup(StringName)
Node.IsInGroup(StringName)
Node.GetGroups()
Node.PrintTree()
Node.PrintTreePretty()
Node.GetTreeString()
Node.GetTreeStringPretty()
Node.GetPhysicsProcessDeltaTime()
Node.IsPhysicsProcessing()
Node.GetProcessDeltaTime()
Node.IsProcessing()
Node.IsProcessingInput()
Node.IsProcessingShortcutInput()
Node.IsProcessingUnhandledInput()
Node.IsProcessingUnhandledKeyInput()
Node.CanProcess()
Node.QueueAccessibilityUpdate()
Node.GetAccessibilityElement()
Node.IsDisplayedFolded()
Node.IsProcessingInternal()
Node.IsPhysicsProcessingInternal()
Node.IsPhysicsInterpolated()
Node.IsPhysicsInterpolatedAndEnabled()
Node.ResetPhysicsInterpolation()
Node.CanAutoTranslate()
Node.SetTranslationDomainInherited()
Node.GetWindow()
Node.GetLastExclusiveWindow()
Node.GetTree()
Node.CreateTween()
Node.GetSceneInstanceLoadPlaceholder()
Node.IsEditableInstance(Node)
Node.GetViewport()
Node.QueueFree()
Node.RequestReady()
Node.IsNodeReady()
Node.GetMultiplayerAuthority()
Node.IsMultiplayerAuthority()
Node.RpcConfig(StringName, Variant)
Node.GetNodeRpcConfig()
Node.Rpc(StringName, params Variant[])
Node.UpdateConfigurationWarnings()
Node.CallDeferredThreadGroup(StringName, params Variant[])
Node.SetDeferredThreadGroup(StringName, Variant)
Node.CallThreadSafe(StringName, params Variant[])
Node.SetThreadSafe(StringName, Variant)
Node.Name
Node.UniqueNameInOwner
Node.SceneFilePath
Node.Owner
Node.Multiplayer
Node.ProcessMode
Node.ProcessPriority
Node.ProcessPhysicsPriority
Node.ProcessThreadGroup
Node.ProcessThreadGroupOrder
Node.ProcessThreadMessages
Node.PhysicsInterpolationMode
Node.AutoTranslateMode
Node.EditorDescription
Node.Ready
Node.Renamed
Node.TreeEntered
Node.TreeExiting
Node.TreeExited
Node.ChildEnteredTree
Node.ChildExitingTree
Node.ChildOrderChanged
Node.ReplacingBy
Node.EditorDescriptionChanged
Node.EditorStateChanged
GodotObject.NotificationPostinitialize
GodotObject.NotificationPredelete
GodotObject.NotificationExtensionReloaded
GodotObject.IsInstanceValid(GodotObject)
GodotObject.WeakRef(GodotObject)
GodotObject.Dispose()
GodotObject.ToString()
GodotObject.ToSignal(GodotObject, StringName)
GodotObject._Get(StringName)
GodotObject._GetPropertyList()
GodotObject._IterGet(Variant)
GodotObject._IterInit(Array)
GodotObject._IterNext(Array)
GodotObject._PropertyCanRevert(StringName)
GodotObject._PropertyGetRevert(StringName)
GodotObject._Set(StringName, Variant)
GodotObject._ValidateProperty(Dictionary)
GodotObject.Free()
GodotObject.GetClass()
GodotObject.Set(StringName, Variant)
GodotObject.Get(StringName)
GodotObject.SetIndexed(NodePath, Variant)
GodotObject.GetIndexed(NodePath)
GodotObject.GetPropertyList()
GodotObject.GetMethodList()
GodotObject.PropertyCanRevert(StringName)
GodotObject.PropertyGetRevert(StringName)
GodotObject.GetInstanceId()
GodotObject.SetScript(Variant)
GodotObject.GetScript()
GodotObject.SetMeta(StringName, Variant)
GodotObject.RemoveMeta(StringName)
GodotObject.GetMeta(StringName, Variant)
GodotObject.HasMeta(StringName)
GodotObject.GetMetaList()
GodotObject.HasUserSignal(StringName)
GodotObject.RemoveUserSignal(StringName)
GodotObject.EmitSignal(StringName, params Variant[])
GodotObject.Call(StringName, params Variant[])
GodotObject.CallDeferred(StringName, params Variant[])
GodotObject.SetDeferred(StringName, Variant)
GodotObject.Callv(StringName, Array)
GodotObject.HasMethod(StringName)
GodotObject.GetMethodArgumentCount(StringName)
GodotObject.HasSignal(StringName)
GodotObject.GetSignalList()
GodotObject.GetSignalConnectionList(StringName)
GodotObject.GetIncomingConnections()
GodotObject.Disconnect(StringName, Callable)
GodotObject.IsConnected(StringName, Callable)
GodotObject.HasConnections(StringName)
GodotObject.IsBlockingSignals()
GodotObject.NotifyPropertyListChanged()
GodotObject.CanTranslateMessages()
GodotObject.Tr(StringName, StringName)
GodotObject.GetTranslationDomain()
GodotObject.SetTranslationDomain(StringName)
GodotObject.IsQueuedForDeletion()
GodotObject.CancelFree()
GodotObject.NativeInstance
GodotObject.ScriptChanged
GodotObject.PropertyListChanged

Fields

InitialState

The initial state node path that will be entered when the state machine is ready.

[Export(PropertyHint.None, "")]
public required NodePath InitialState

Field Value

NodePath

Methods

TransitionTo(string)

Transitions from the current state to another state by its key.

public void TransitionTo(string key)

Parameters

key string

The name of the target state.

_PhysicsProcess(double)

Called at a fixed interval synchronized with the physics engine. Delegates physics-related logic to the current state.

public override void _PhysicsProcess(double delta)

Parameters

delta double

Elapsed time since the previous physics frame.

_Process(double)

Called every frame. Delegates update logic to the current state.

public override void _Process(double delta)

Parameters

delta double

Elapsed time since the previous frame.

_Ready()

Called when the node is added to the scene tree. Initializes all child states and enters the initial state.

public override void _Ready()

_UnhandledInput(InputEvent)

Handles unprocessed input events and forwards them to the current state.

public override void _UnhandledInput(InputEvent @event)

Parameters

event InputEvent

The input event.