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class_name StateManager
extends Node
func _ready():
Client.state = get_child(0)
func _input(event: InputEvent) -> void:
Client.state._state_input(event)
func _unhandled_input(event: InputEvent) -> void:
Client.state._state_unhandled_input(event)
func set_state(state: Variant):
if state is not State:
state = get_node(state)
Client.state._state_exit()
Client.state = state
Client.state._state_enter()
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