extends Reference const NAME = "holding_item" const raw_yam = preload("res://item_types/raw_yam.tres") var ctx = null func _init(): pass func enter_from(state): ctx.get_node("item_dump").enabled = false if ctx.get_node("%item_holder").item_in_hold.item_type == raw_yam: ctx.get_node("coin_machine").enabled = true ctx.get_node("%item_holder").add_enabled = false ctx.get_node("%item_holder").remove_enabled = false ctx.get_node("status_light").prime() else: ctx.get_node("coin_machine").enabled = false ctx.get_node("%item_holder").add_enabled = true ctx.get_node("%item_holder").remove_enabled = true ctx.get_node("status_light").warn() func exit_to(state): pass func on_coin_machine_coin_requirement_met(player): if ctx.get_node("%item_holder").item_in_hold.item_type == raw_yam: ctx.change_state(ctx.StateCooking.new()) func on_cook_timer_timeout(): assert(false) func on_item_holder_item_changed(item): if item == null: ctx.change_state(ctx.StateIdle.new()) else: ctx.change_state(ctx.StateHoldingItem.new()) func on_item_dump_completed(): assert(false, "item dump should be disabled") func take_damage(): ctx.hp -= 1 if ctx.hp <= 0: if ctx.get_node("%item_holder").has_item(): ctx.get_node("%item_holder").destroy_item() ctx.change_state(ctx.StateBroken.new())