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State.gd
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extends Node
class_name State
signal Transitioned
#this block only works because customer is always initially a child of teleporter
@onready var teleporter = get_node("../../../")
@onready var TeleportSpot = teleporter.find_child("TeleportSpot")
@onready var BottomOfStairs = teleporter.find_child("BottomOfStairs")
@onready var WaitSpot = get_node("../../../../HostingStand/WaitSpot")
@onready var TableManager = get_node("../../../../TableManager")
@onready var MoneyLabel = get_node("../../../../../MoneyLabel")
#establish customer vars
@onready var customer = get_node("../../")
@onready var sprite = customer.find_child("AnimatedSprite2D")
@onready var thinkingBubbleSprite = customer.find_child("ThinkingBubble")
@onready var collisionShape = customer.find_child("CollisionShape2D")
#establish state machine timer vars
@onready var TeleportTimer = get_node("../TeleportTimer")
@onready var WaitForTableTimer = get_node("../WaitForTableTimer")
@onready var TweakOutTimer = get_node("../TweakOutTimer")
@onready var EatingTimer = get_node("../EatingTimer")
@onready var ThinkingTimer = get_node("../ThinkingTimer")
@onready var WaitingForFoodTimer = get_node("../WaitingForFoodTimer")
@onready var AngryTimer = get_node("../AngryTimer")
func Enter():
pass
func Exit():
pass
func Update(_delta: float):
pass
func Physics_Update(_delta: float):
pass