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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)
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