Godot Version
4.4.1 Stable
Question
I want to split this code into a StateManager node, with State Nodes containing the state code, but idk how to actually set the values of my CharacterBody3D.
extends CharacterBody3D
enum Kirby_States {
KIRBY_STATE_GROUND = 0,
KIRBY_STATE_JUMP = 1,
KIRBY_STATE_FREEFALL = 2
}
@export var SPEED = 5.0
@export var JUMP_VELOCITY = 4.5
var KirbyState = Kirby_States.KIRBY_STATE_GROUND;
func kirby_move():
var input_dir := Input.get_vector("Left_Kirby", "Right_Kirby", "Forward_Kirby", "Backward_Kirby")
var direction := (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
if direction:
velocity.x = direction.x * SPEED
velocity.z = direction.z * SPEED
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
velocity.z = move_toward(velocity.z, 0, SPEED)
func kirby_state_ground():
if Input.is_action_just_pressed("Jump_Kirby") and is_on_floor():
KirbyState = Kirby_States.KIRBY_STATE_JUMP;
kirby_move()
func kirby_state_jump():
velocity.y = JUMP_VELOCITY
KirbyState = Kirby_States.KIRBY_STATE_FREEFALL
func kirby_state_freefall():
if Input.is_action_just_pressed("Jump_Kirby"):
KirbyState = Kirby_States.KIRBY_STATE_JUMP;
if Input.is_action_just_pressed("Attack_Kirby"):
KirbyState = Kirby_States.KIRBY_STATE_GROUND;
if is_on_floor():
KirbyState = Kirby_States.KIRBY_STATE_GROUND;
kirby_move();
func kirby_state_manager():
match KirbyState:
Kirby_States.KIRBY_STATE_GROUND:
kirby_state_ground();
Kirby_States.KIRBY_STATE_JUMP:
kirby_state_jump()
Kirby_States.KIRBY_STATE_FREEFALL:
kirby_state_freefall()
func _physics_process(delta: float) -> void:
# Add the gravity.
if not is_on_floor():
velocity += get_gravity() * delta
kirby_state_manager()
move_and_slide()