commit 8e7da96bfcd52b230feaf40fbc6d4a42b80c5723
Author: TheThomaas <thethomaas@protonmail.ch>
Date: Sat Oct 17 18:55:14 2026 +0200
Make state machine more reusable
commit 37da7248b8c33ce95cff7ef9332c5ccf6e3cd418
Author: TheThomaas <thethomaas@protonmail.ch>
Date: Sat Oct 17 18:44:34 2026 +0200
Change aim state into flag
commit fbb3a84a12e2cabff9b36390da7483b8de7e9379
Author: TheThomaas <thethomaas@protonmail.ch>
Date: Sat Oct 17 18:33:08 2026 +0200
Replace fixed references with ui references
commit 913955b13e9980780ac88761845d9e1f165f0d0e
Author: TheThomaas <thethomaas@protonmail.ch>
Date: Fri Oct 16 13:32:21 2026 +0200
Update camera action handling
commit 4ce0ac13ffea473cf62c2fefd1571e9df1fbbcaa
Author: TheThomaas <thethomaas@protonmail.ch>
Date: Fri Oct 16 13:04:39 2026 +0200
Update mounting system
commit e410eca38760955b2866eecd6ac0281e2041e76d
Author: TheThomaas <thethomaas@protonmail.ch>
Date: Fri Oct 16 12:57:25 2026 +0200
Update aiming system
commit 4c788df485ccbff5f91fd51d9f480e495f11da5f
Author: TheThomaas <thethomaas@protonmail.ch>
Date: Thu Oct 15 21:50:26 2026 +0200
Centralize states names into constants
commit 6059479c87d749e986a48adb520ef33121104da5
Author: TheThomaas <thethomaas@protonmail.ch>
Date: Thu Oct 15 21:25:32 2026 +0200
Refator Crouch state into flag
commit 08faec70e770042d36eed6f173a63f3aac1f67c6
Author: TheThomaas <thethomaas@protonmail.ch>
Date: Wed Oct 14 10:19:35 2026 +0200
Update player input management and state machine
commit 11a0aecc58c50c5862a03b4fd0b55e8db024031f
Author: TheThomaas <thethomaas@protonmail.ch>
Date: Wed Oct 14 10:17:06 2026 +0200
Delete charizard.tres
commit 399eac2b6c64f242a1c2e12360d811127f87681c
Author: TheThomaas <thethomaas@protonmail.ch>
Date: Tue Oct 13 18:20:45 2026 +0200
Remove unused MountedState
commit 42a3668c52fe96a7509a74290a94fc5a8084b713
Author: TheThomaas <thethomaas@protonmail.ch>
Date: Tue Oct 13 18:18:08 2026 +0200
Group grounded states under common class
35 lines
1.2 KiB
GDScript
35 lines
1.2 KiB
GDScript
class_name InputRegistry
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#declaration d'actions dans l'InputMap depuis le code : une seule implementation (avant : _ensure_action copie dans ThrowState et MountRider,
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#et des blocs identiques dans AimState/ThrowState pour throw_action).
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#ne fait rien si l'action existe deja (par exemple definie dans Projet > Parametres du projet > Map des entrees)
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static func ensure(action : StringName, events : Array) -> void:
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if InputMap.has_action(action): return
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InputMap.add_action(action)
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for event in events:
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InputMap.action_add_event(action, event)
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#---------- fabriques d'evenements ----------
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static func pad_button(button : JoyButton) -> InputEventJoypadButton:
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var event := InputEventJoypadButton.new()
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event.button_index = button
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return event
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static func pad_axis(axis : JoyAxis, value : float) -> InputEventJoypadMotion:
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var event := InputEventJoypadMotion.new()
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event.axis = axis
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event.axis_value = value
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return event
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static func mouse(button : MouseButton) -> InputEventMouseButton:
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var event := InputEventMouseButton.new()
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event.button_index = button
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return event
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static func key(keycode : Key) -> InputEventKey:
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var event := InputEventKey.new()
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event.physical_keycode = keycode
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return event
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