extends State class_name CrouchState var state_name : String = "Crouch" var play_char : CharacterBody3D func enter(play_char_ref : CharacterBody3D) -> void: play_char = play_char_ref verifications() func verifications() -> void: #play_char.godot_plush_skin.set_state("crouch") play_char.move_speed = play_char.crouch_speed play_char.move_accel = play_char.crouch_accel play_char.move_deccel = play_char.crouch_deccel play_char.floor_snap_length = 1.0 if play_char.jump_cooldown > 0.0: play_char.jump_cooldown = -1.0 if play_char.nb_jumps_in_air_allowed < play_char.nb_jumps_in_air_allowed_ref: play_char.nb_jumps_in_air_allowed = play_char.nb_jumps_in_air_allowed_ref if play_char.coyote_jump_cooldown < play_char.coyote_jump_cooldown_ref: play_char.coyote_jump_cooldown = play_char.coyote_jump_cooldown_ref if play_char.has_cut_jump: play_char.has_cut_jump = false play_char.is_crouching = true func exit() -> void: play_char.is_crouching = false func physics_update(delta : float) -> void: applies() play_char.gravity_apply(delta) input_management() move(delta) func applies() -> void: #quitter le sol (ex: crouch au bord d'une plateforme) bascule vers InairState, comme IdleState if !play_char.is_on_floor() and !play_char.is_on_wall(): transitioned.emit(self, "InairState") #le saut est bloque en crouch : on ne consomme pas le jump buffer ici, il restera en attente #et sera pris en compte des la sortie du crouch (Idle/Walk) func input_management() -> void: #courir annule automatiquement le crouch if play_char.walk_or_run == "RunState": transitioned.emit(self, "RunState") #bascule (toggle) : un nouvel appui ressort du crouch vers l'etat au sol approprie if Input.is_action_just_pressed(play_char.crouch_action): transitioned.emit(self, play_char.walk_or_run if play_char.move_dir else "IdleState") if Input.is_action_just_pressed(play_char.aim_cam_action): transitioned.emit(self, "AimState") #pas de saut ici : le jump_action est volontairement ignore pendant le crouch func move(delta : float) -> void: play_char.move_dir = Input.get_vector(play_char.move_left_action, play_char.move_right_action, play_char.move_forward_action, play_char.move_backward_action).rotated(-play_char.cam_holder.global_rotation.y) if play_char.move_dir and play_char.is_on_floor(): #deplacement accroupi, a vitesse reduite play_char.velocity.x = lerp(play_char.velocity.x, play_char.move_dir.x * play_char.move_speed, play_char.move_accel * delta) play_char.velocity.z = lerp(play_char.velocity.z, play_char.move_dir.y * play_char.move_speed, play_char.move_accel * delta) else: #pas de transition vers Idle ici : Crouch gere lui-meme l'immobilite, comme AimState 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)