cirnogodot/Scripts/Components/FSM/PlayerFSMState.cs

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2025-02-26 11:04:16 +01:00
using Godot;
namespace Cirno.Scripts.Components.FSM;
public abstract partial class PlayerFSMState : State
{
[Export]
public PlayerState State { get; private set; }
public override int StateId => (int)State;
protected void ChangeState(PlayerState newState)
{
_stateMachine.SetState((int)newState);
}
}
public enum PlayerState
{
Idle,
Walking,
Cutscene
}