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path: root/Game/States/StateManager.gd
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class_name StateManager
extends Node


signal state_changed(state: State)

var current_state: State

@onready var state_default: StateDefault = $StateDefault
@onready var state_build: StateBuild = $StateBuild


func _ready() -> void:
	for node in get_children():
		node._state_disable()


func set_state(state: State):
	if current_state:
		current_state._state_exit()
		current_state._state_disable()
	
	current_state = state
	
	current_state._state_enable()
	current_state._state_enter()
	
	state_changed.emit(current_state)