extends Node class_name State var timer @onready var root=get_node("..") as StateMachine @export var need_timer:bool=false func _ready(): if need_timer: timer=Timer.new() timer.set_one_shot(true) self.add_child(timer) timer.timeout.connect(Callable(self,"time_out")) func enter_state(n): pass func update_state(delta): pass func update_state_phy(delta): pass func exit_state(): pass func change_to_state(state_name:String,s=0): root.change_state(state_name,s) pass func time_out(): pass func get_player(): return root.player func process_message(type:String,n): pass