A clean and easy to use Finite State Machine (FSM) for Godot 3.x
- 
Install the plugin
 - 
Enable the plugin
 - 
Add a
SateMachinenode to your character
 - 
Add any type of
Nodeto theStateMachineas a child to create a new script
 - 
Attach a script to the node
 - 
Now at runtime you can change to a different state using
$StateMachine.goto("state") 
The example project contains two states, idle and attack.
The project will switch between each state automatically every 3 seconds.
The state has a few functionalities, here is an example state:
extends Node2D
var States
var Host
func _state_enter(arg or not):
    pass
func _state_exit():
    pass
If you call await in _state_exit the StateMachine will wait for your await to finish before entering the new state.
This is also true for _state_enter or other state functions.
func _state_exit():
    await get_tree().create_timer(1).timeoutstate will change to _exit when the state machine is exiting.
Your state will also be queue-freed.
If running a long while loop in your state logic, be sure to check for States.is_current()
Emitted whenever the StateMachine changes state (but before _state_enter is called)
args can be any or undefined
When an arg is passed, the argument will be pushed to the _state_enter function.
StateMachine.goto("attack")
StateMachine.goto("attack", some_character)
StateMachine.goto("attack", [some_character_a, some_character_b])The last example would call this function in the attack state:
func _state_enter(some_characters: Array):
    ...StateMachine.call("some_method")
StateMachine.call("some_method", my_argument)
StateMachine.call("some_method", [my_arguments])Returns true if the current state matches state
if States.now("afraid"):
    # keep running away instead of stopping to look at somethingReturns true if exists in our state tree
if States.has("some-other-state"):
    # Do somethingReturns true only when called from a function inside the current state
if States.is_current():
    This can only be printed in the current state
    In any other state this will never be printedRestarts the current state This only calls "_state_enter" again it does not reset any variables
_state_enter(args or not) will be called when the state is entered (each time)
An argument is only passed if one was passed. (StateMachine.goto("state", arg))
_state_exit() will be called when the state is left (each time)
If the following variables exist on your state, they will be injected with dependencies as follows:
Host is the NodePath input into StateMachine i.e. your character controller
States is the StateMachine
If they do not exist on your state, nothing will be injected.
You can connect signals directly to the StateMachine node using the following style:
They will be then automatically sent to the current active state if that state has the handler function defined.
