extends Node 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 hints_changed #a emettre quand get_hints() change alors que l'etat est actif @export var hints : Array[Hint] = [] #cas simple : se regle dans l'inspecteur @export var keep_previous_hints : bool = false #etats transitoires (Dodge...) : on ne touche pas aux hints affiches func enter(_char_reference : CharacterBody3D) -> void: pass func exit() -> void: pass func update(_delta : float) -> void: pass func physics_update(_delta : float) -> void: pass func get_hints() -> Array[Hint]: return hints #a surcharger seulement quand les hints dependent d'une condition