# MountedState.gd extends State class_name MountedState var state_name : String = "Mounted" var play_char : CharacterBody3D var profile : MountProfile # assigné par qui déclenche la monte, avant transitioned.emit(..., "MountedState") func enter(play_char_ref : CharacterBody3D) -> void: play_char = play_char_ref play_char.move_speed = profile.mount_speed play_char.move_accel = profile.mount_accel play_char.move_deccel = profile.mount_deccel # instancier profile.mount_scene_override ou profile.species.model_scene, # le positionner, y attacher play_char selon seat_offset...