As a beginner game dev, I have been learning about state-machines recently, and seeing all the variations. I’ve come to a question: “Are signals needed?”
class_name State
extends Node
@export
var animation_name: String
@export
var move_speed: float = 5.0
@export
var jump_power: float = 7.0
@export
var fall_gravity: float = 2.0
@export
var air_control : float = 0.6
var gravity: int = ProjectSettings.get_setting("physics/3d/default_gravity")
var parent: Player
var camera: Camera3D
func enter() -> void:
pass
func exit() -> void:
pass
func process_input(event: InputEvent) -> State:
return null
func process_frame(delta: float) -> State:
return null
func process_physics(delta: float) -> State:
return null
extends Node
@export
var starting_state: State
var current_state: State
# Initialize the state machine by giving each child state a reference to the
# parent object it belongs to and enter the default starting_state.
func init(parent: Player, camera: Camera3D) -> void:
for child in get_children():
child.parent = parent
child.camera = camera
# Initialize to the default state
change_state(starting_state)
# Change to the new state by first calling any exit logic on the current state.
func change_state(new_state: State) -> void:
if current_state:
current_state.exit()
current_state = new_state
current_state.enter()
# Pass through functions for the Player to call,
# handling state changes as needed.
func process_physics(delta: float) -> void:
var new_state = current_state.process_physics(delta)
if new_state:
change_state(new_state)
func process_input(event: InputEvent) -> void:
var new_state = current_state.process_input(event)
if new_state:
change_state(new_state)
func process_frame(delta: float) -> void:
var new_state = current_state.process_frame(delta)
if new_state:
change_state(new_state)
I’ve been doing this, by TheShaggyDev tutorials, but I saw some state-machines have signal related stuff like:
class_name State
extends Node
signal transition(_new_state_name: StringName)
func enter() -> void:
pass
func exit() -> void:
pass
func update(_delta: float) -> void:
pass
func update_physics(_delta: float) -> void:
pass
" signal transition(_new_state_name: StringName) " Would using signals be more appropriate? what difference would it bring? what edge?