Update hints system

This commit is contained in:
TheThomaas 2026-10-13 09:21:01 +02:00
parent 65ccb1905c
commit fc5afc8ca5
12 changed files with 61 additions and 40 deletions

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@ -22,7 +22,6 @@ signal candidate_changed(sent : SentPokemon) #pokemon montable a portee (null =
@export_group("Hints HUD") @export_group("Hints HUD")
@export var mount_hint_text : String = "Grimper" @export var mount_hint_text : String = "Grimper"
@export var dismount_hint_text : String = "Descendre"
@export var hint_priority : int = 10 @export var hint_priority : int = 10
const GROUNDED_STATES : Array[String] = ["Idle", "Walk", "Run"] #monter / descendre n'est possible que depuis ces etats const GROUNDED_STATES : Array[String] = ["Idle", "Walk", "Run"] #monter / descendre n'est possible que depuis ces etats
@ -70,7 +69,7 @@ func is_mounted() -> bool:
func _physics_process(_delta : float) -> void: func _physics_process(_delta : float) -> void:
if mount != null: if mount != null:
var can_dismount : bool = _can_switch_now() var can_dismount : bool = _can_switch_now()
if can_dismount: Hints.set_context(self, dismount_action, dismount_hint_text, hint_priority) if can_dismount: Hints.set_context(self, dismount_action, "", hint_priority)
else: Hints.clear_context(self) else: Hints.clear_context(self)
if Input.is_action_just_pressed(dismount_action) and can_dismount: if Input.is_action_just_pressed(dismount_action) and can_dismount:
dismount() dismount()
@ -146,7 +145,7 @@ func mount_up(s : SentPokemon) -> void:
s.rider = player s.rider = player
s.recalled.connect(_on_mount_recalled) s.recalled.connect(_on_mount_recalled)
_set_candidate(null) _set_candidate(null)
Hints.set_context(self, dismount_action, dismount_hint_text, hint_priority) Hints.set_context(self, dismount_action, "", hint_priority)
player.is_mounted = true player.is_mounted = true
player.enter_mount_stats(profile.mount_speed, profile.mount_accel, profile.mount_deccel, player.enter_mount_stats(profile.mount_speed, profile.mount_accel, profile.mount_deccel,

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@ -81,12 +81,15 @@ initial_state = NodePath("IdleState")
[node name="IdleState" type="Node" parent="StateMachine" unique_id=1417869633] [node name="IdleState" type="Node" parent="StateMachine" unique_id=1417869633]
script = ExtResource("4_38lxl") script = ExtResource("4_38lxl")
hints = Array[StringName]([&"player_jump"])
[node name="WalkState" type="Node" parent="StateMachine" unique_id=1524475809] [node name="WalkState" type="Node" parent="StateMachine" unique_id=1524475809]
script = ExtResource("4_lg056") script = ExtResource("4_lg056")
hints = Array[StringName]([&"player_jump"])
[node name="JumpState" type="Node" parent="StateMachine" unique_id=711160985] [node name="JumpState" type="Node" parent="StateMachine" unique_id=711160985]
script = ExtResource("6_lwgph") script = ExtResource("6_lwgph")
hints = Array[StringName]([&"player_jump"])
[node name="AimState" type="Node" parent="StateMachine" unique_id=296560188] [node name="AimState" type="Node" parent="StateMachine" unique_id=296560188]
script = ExtResource("7_kxr4l") script = ExtResource("7_kxr4l")
@ -96,6 +99,7 @@ script = ExtResource("8_k0r6x")
[node name="RunState" type="Node" parent="StateMachine" unique_id=1345421775] [node name="RunState" type="Node" parent="StateMachine" unique_id=1345421775]
script = ExtResource("8_j4mf1") script = ExtResource("8_j4mf1")
hints = Array[StringName]([&"player_jump"])
[node name="DodgeState" type="Node" parent="StateMachine" unique_id=232179400] [node name="DodgeState" type="Node" parent="StateMachine" unique_id=232179400]
script = ExtResource("9_6abew") script = ExtResource("9_6abew")

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@ -28,7 +28,11 @@ var auto_lock_blocked : bool = false #true apres un deverrouillage manuel, tant
var dodging_from_aim : bool = false #true quand on quitte Aim pour rouler, pour ne pas relacher la cible verrouillee var dodging_from_aim : bool = false #true quand on quitte Aim pour rouler, pour ne pas relacher la cible verrouillee
var came_from_crouch : bool = false #true si Aim a ete declenche depuis CrouchState, pour y retourner en sortant var came_from_crouch : bool = false #true si Aim a ete declenche depuis CrouchState, pour y retourner en sortant
var keep_aim_on_exit : bool = false #true quand on part vers ThrowState : camera et verrouillage restent en place var keep_aim_on_exit : bool = false #true quand on part vers ThrowState : camera et verrouillage restent en place
var charging_throw : bool = false #true quand on arrive depuis ThrowState en pleine charge : RT est encore maintenue var charging_throw : bool = false: #true quand on arrive depuis ThrowState en pleine charge : RT est encore maintenue
set(value):
if charging_throw == value: return
charging_throw = value
hints_changed.emit()
func _ready() -> void: func _ready() -> void:
if InputMap.has_action(throw_action): return if InputMap.has_action(throw_action): return
@ -236,6 +240,6 @@ func release_target() -> void:
play_char.cam_holder.set_lock_target(null) play_char.cam_holder.set_lock_target(null)
func get_hints() -> Array: func get_hints() -> Array:
return [ var list : Array[StringName] = [switch_target_action]
{"action": switch_target_action, "text": "Changer de cible"} if charging_throw: list.append(cancel_action)
] return list

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@ -90,6 +90,3 @@ func end_dodge() -> void:
transitioned.emit(self, play_char.walk_or_run) transitioned.emit(self, play_char.walk_or_run)
else: else:
transitioned.emit(self, "IdleState") transitioned.emit(self, "IdleState")
func get_hints() -> Variant:
return null

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@ -70,6 +70,3 @@ func move(delta : float) -> void:
#apply smooth stop #apply smooth stop
play_char.velocity.x = lerp(play_char.velocity.x, 0.0, play_char.move_deccel * delta) play_char.velocity.x = lerp(play_char.velocity.x, 0.0, play_char.move_deccel * delta)
play_char.velocity.z = lerp(play_char.velocity.z, 0.0, play_char.move_deccel * delta) play_char.velocity.z = lerp(play_char.velocity.z, 0.0, play_char.move_deccel * delta)
func get_hints() -> Array:
return [{"action": &"player_jump", "text": "Sauter"}]

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@ -110,5 +110,3 @@ func jump() -> void:
play_char.squash_and_strech(1.12, 0.1) play_char.squash_and_strech(1.12, 0.1)
#play_char.particles_manager.display_particles(play_char.jump_particles, play_char) #play_char.particles_manager.display_particles(play_char.jump_particles, play_char)
func get_hints() -> Variant:
return null

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@ -68,6 +68,3 @@ func move(delta : float) -> void:
else: else:
if !play_char.continious_run: play_char.walk_or_run = "WalkState" if !play_char.continious_run: play_char.walk_or_run = "WalkState"
transitioned.emit(self, "IdleState") transitioned.emit(self, "IdleState")
func get_hints() -> Variant:
return null

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@ -3,6 +3,9 @@ extends Node
class_name State class_name State
signal transitioned #it's normal if this signal isn't used in this script, because it's purpose is to be used in the scripts that extends from the State class signal transitioned #it's normal if this signal isn't used in this script, because it's purpose is to be used in the scripts that extends from the State class
signal hints_changed #à émettre quand get_hints() change pendant que l'état est actif
@export var hints : Array[StringName] = [] #hints simples, réglables dans l'inspecteur
func enter(_char_reference : CharacterBody3D) -> void: func enter(_char_reference : CharacterBody3D) -> void:
#enter state #enter state
@ -20,5 +23,5 @@ func physics_update(_delta : float) -> void:
#physics_process update #physics_process update
pass pass
func get_hints() -> Variant: func get_hints() -> Array:
return [] return hints #à surcharger seulement si les hints dépendent d'une condition

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@ -20,6 +20,7 @@ func _ready() -> void:
if child is State: if child is State:
states[child.name.to_lower()] = child states[child.name.to_lower()] = child
child.transitioned.connect(on_state_child_transition) child.transitioned.connect(on_state_child_transition)
child.hints_changed.connect(_on_hints_changed.bind(child))
#if initial state, transition to it #if initial state, transition to it
if initial_state: if initial_state:
@ -27,8 +28,7 @@ func _ready() -> void:
initial_state.enter(char_ref) initial_state.enter(char_ref)
curr_state = initial_state curr_state = initial_state
curr_state_name = curr_state.state_name curr_state_name = curr_state.state_name
var hints = curr_state.get_hints() publish_hints()
if hints != null: Hints.set_state_hints(hints)
func _process(delta : float) -> void: func _process(delta : float) -> void:
if curr_state: curr_state.update(delta) if curr_state: curr_state.update(delta)
@ -75,9 +75,17 @@ func on_state_child_transition(state : State, new_state_name : String) -> void:
curr_state = new_state curr_state = new_state
curr_state_name = curr_state.state_name curr_state_name = curr_state.state_name
var hints = curr_state.get_hints() publish_hints()
if hints != null: Hints.set_state_hints(hints)
func set_state_blocked(state_name : String, blocked : bool) -> void: func set_state_blocked(state_name : String, blocked : bool) -> void:
if blocked: blocked_states[state_name.to_lower()] = true if blocked: blocked_states[state_name.to_lower()] = true
else: blocked_states.erase(state_name.to_lower()) else: blocked_states.erase(state_name.to_lower())
func _on_hints_changed(state : State) -> void:
if state == curr_state: publish_hints()
func publish_hints() -> void:
if !curr_state: return
var actions = curr_state.get_hints()
if actions != null: Hints.set_state_hints(actions) #null = on garde les hints précédents (si tu as gardé cette option pour Dodge)

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@ -296,6 +296,6 @@ func _release_aim() -> void:
play_char.cam_holder.cam_aimed = false play_char.cam_holder.cam_aimed = false
func get_hints() -> Array: func get_hints() -> Array:
return [ var list : Array[StringName] = []
{"action": cancel_action, "text": "Annuler le lancer"}, if !_thrown: list.append(cancel_action) #plus d'annulation possible une fois la balle partie
] return list

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@ -71,5 +71,3 @@ func move(delta : float) -> void:
else: else:
transitioned.emit(self, "IdleState") transitioned.emit(self, "IdleState")
func get_hints() -> Variant:
return null

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@ -2,32 +2,44 @@ extends Node
signal changed signal changed
var _state_hints : Array = [] # [{action, text}] #catalogue unique : action -> libellé affiché
var _context_hints : Dictionary = {} # clé (objet source) -> {action, text, priority} const LABELS : Dictionary = {
&"player_jump": "Sauter",
&"player_dismount": "Descendre",
&"player_aim_switch_target": "Changer de cible",
&"player_aim_unlock": "Libérer la cible",
&"player_throw_cancel": "Annuler le lancer",
}
var _state_actions : Array = [] # [action, ...]
var _context_hints : Dictionary = {} # clé (objet ou StringName) -> {action, text, priority}
func label_for(action : StringName) -> String:
return LABELS.get(action, String(action)) #sans entrée : le nom de l'action, bien visible
#---------- hints d'état (appelés par la StateMachine) ---------- #---------- hints d'état (appelés par la StateMachine) ----------
func set_state_hints(list : Array) -> void: func set_state_hints(actions : Array) -> void:
_state_hints = list _state_actions = actions
changed.emit() changed.emit()
#---------- hints de contexte (appelés par monture, PNJ, etc.) ---------- #---------- hints de contexte (monture, PNJ, etc.) ----------
#text vide : le libellé vient du catalogue. À renseigner quand le sens dépend du contexte (Grimper / Parler sur la même action)
func set_context(source : Object, action : StringName, text : String, priority : int = 0) -> void: func set_context(source : Variant, action : StringName, text : String = "", priority : int = 0) -> void:
var h : Dictionary = {"action": action, "text": text, "priority": priority} var h : Dictionary = {"action": action, "text": text if text != "" else label_for(action), "priority": priority}
if _context_hints.get(source) == h: return if _context_hints.get(source) == h: return
_context_hints[source] = h _context_hints[source] = h
changed.emit() changed.emit()
func clear_context(source : Object) -> void: func clear_context(source : Variant) -> void:
if _context_hints.erase(source): changed.emit() if _context_hints.erase(source): changed.emit()
#---------- lecture (par le HUD) ---------- #---------- lecture (par le HUD) ----------
func get_visible() -> Array: func get_visible() -> Array:
#nettoie les sources détruites sans avoir appelé clear_context
for key in _context_hints.keys(): for key in _context_hints.keys():
if !is_instance_valid(key): _context_hints.erase(key) if typeof(key) == TYPE_OBJECT and !is_instance_valid(key): _context_hints.erase(key)
var ctx : Array = _context_hints.values() var ctx : Array = _context_hints.values()
ctx.sort_custom(func(a, b): return a.priority > b.priority) ctx.sort_custom(func(a, b): return a.priority > b.priority)
@ -35,8 +47,12 @@ func get_visible() -> Array:
#le contexte passe avant l'état ; une même action n'apparaît qu'une fois #le contexte passe avant l'état ; une même action n'apparaît qu'une fois
var result : Array = [] var result : Array = []
var used : Dictionary = {} var used : Dictionary = {}
for h in ctx + _state_hints: for h in ctx:
if used.has(h.action): continue if used.has(h.action): continue
used[h.action] = true used[h.action] = true
result.append(h) result.append(h)
for action in _state_actions:
if used.has(action): continue
used[action] = true
result.append({"action": action, "text": label_for(action)})
return result return result