Godot Version
Godot 4.6
Question
I’m currently working on a prototype for a turn-based combat system, and I want to implement a Finite State Machine to handle the logic for turns. My current implementation of combat relies on using buttons to trigger the combat events:

I’ve worked on FSMs before for platformers, but I’m having some trouble wrapping my head around the logic for using them for turn-based combat.
For example, I’m not sure where of my FSMs built-in functions I can handle the logic for the button signals here.
class_name State
extends Node
var state_machine: State
func enter() -> void:
pass
func exit() -> void:
pass
func update(_delta: float) -> void:
pass
func _physics_update(_delta: float) -> void:
pass
For those with any experience working on turn-based combat and state machine logic in Godot, what would be some good ways of going about this? Thank you.
