extends Node class_name StateMachine @export var initial_state : State @export var throw_action : StringName = &"player_throw" const THROW_ENTRY_STATES : Array[String] = ["Idle", "Walk", "Run", "Crouch"] #etats depuis lesquels RT lance sans viser var curr_state : State var curr_state_name : String var states : Dictionary = {} @onready var char_ref : CharacterBody3D = $".." func _ready() -> void: #get all the state childrens for child in get_children(): if child is State: states[child.name.to_lower()] = child child.transitioned.connect(on_state_child_transition) #if initial state, transition to it if initial_state: await get_tree().create_timer(0.1).timeout initial_state.enter(char_ref) curr_state = initial_state curr_state_name = curr_state.state_name func _process(delta : float) -> void: if curr_state: curr_state.update(delta) func _physics_process(delta: float) -> void: if curr_state: if try_start_throw(): return curr_state.physics_update(delta) func try_start_throw() -> bool: if !(curr_state_name in THROW_ENTRY_STATES): return false if !Input.is_action_just_pressed(throw_action): return false if !char_ref.is_on_floor(): return false var selected : PokemonInstance = GameData.get_selected_pokemon() if selected == null: return false #pokemon deja dehors : l'appui le rappelle au lieu de lancer var already_out : SentPokemon = SentPokemon.find_for(get_tree(), selected) if already_out: already_out.recall() return false if !states.has("throwstate"): return false on_state_child_transition(curr_state, "ThrowState") return true func on_state_child_transition(state : State, new_state_name : String) -> void: #manage the transition from one state to another if state != curr_state: return var new_state = states.get(new_state_name.to_lower()) if !new_state: return #exit the current state if curr_state: curr_state.exit() #enter the new state new_state.enter(char_ref) curr_state = new_state curr_state_name = curr_state.state_name