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 #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: #enter state pass func exit() -> void: #exit state pass func update(_delta : float) -> void: #process update pass func physics_update(_delta : float) -> void: #physics_process update pass func get_hints() -> Array: return hints #à surcharger seulement si les hints dépendent d'une condition