#include "state_machine/State.h" void alai::State::_register_methods() { godot::register_method("set_parent", &State::set_parent); godot::register_method("get_parent", &State::get_parent); godot::register_method("set_state_machine", &State::set_state_machine); godot::register_method("_state_enter", &State::_state_enter); godot::register_method("_state_exit", &State::_state_exit); } alai::State::State() { } alai::State::~State() { } void alai::State::_init() { } void alai::State::_state_enter(const godot::String state, const godot::Array args) { WARN_PRINT("State " + get_state_machine()->get_current_state() + " is missing its _state_enter method!"); } void alai::State::_state_exit(const godot::String state, const godot::Array args) { WARN_PRINT("State " + get_state_machine()->get_current_state() + " is missing its _state_exit method!"); } void alai::State::set_parent(Node *parent) { this->parent = parent; } godot::Node *alai::State::get_parent() { return parent; } void alai::State::set_state_machine(alai::StateMachine *state_machine) { this->state_machine = state_machine; } alai::StateMachine *alai::State::get_state_machine() { return this->state_machine; }