extends Reference const NAME = "broken" var ctx = null func _init(): pass func enter_from(state): ctx.coin_machine.enabled = false ctx.item_dump.enabled = true ctx.item_dump.reset() ctx.item_holder.add_enabled = true ctx.progress_text.text = "Broken" for item_slot in ctx.item_slots: item_slot.add_enabled = true item_slot.remove_enabled = true ctx.status_light.fail() func exit_to(state): pass func update(delta): pass func on_coin_machine_coin_requirement_met(player): assert(false) func on_gen_timer_timeout(): assert(false) func on_slot_item_changed(item): pass func on_item_holder_item_changed(item): pass func on_item_dump_item_dump_completed(): if ctx.item_holder.item_in_hold == null: ctx.change_state(ctx.States[ctx.EState.IDLE].new()) else: ctx.change_state(ctx.States[ctx.EState.BLOCKED].new("Blocked!")) func on_damage_taken(): assert(false, "cant take damage if already broken")