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
30 lines
1.2 KiB
GDScript
30 lines
1.2 KiB
GDScript
extends Node
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class_name PlayerComponent
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#base des composants du joueur (InputManagementComponent, AimTargeting, ThrowResolver, MountRider, RecallInput...).
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#- le joueur est retrouve en remontant l'arbre : le composant peut etre place n'importe ou sous le PlayerCharacter
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# (directement, ou dans un node de rangement), sans dependre de sa position exacte ni de get_parent().
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#- un composant qui a une place dans le joueur (ex : player.aim_targeting) s'y enregistre lui-meme dans register_with_player() :
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# le joueur n'a plus besoin de le chercher par son nom ($AimTargeting) et le node peut etre renomme librement.
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#_enter_tree() est appele avant tous les _ready() : le joueur est donc deja renseigne quand un composant demarre.
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var player : PlayerCharacter
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func _enter_tree() -> void:
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player = _find_player()
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if player == null:
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push_error("%s : ce composant doit etre place sous un PlayerCharacter." % name)
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return
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register_with_player()
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func register_with_player() -> void:
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pass #a surcharger : player.xxx = self
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func _find_player() -> PlayerCharacter:
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var n : Node = get_parent()
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while n != null:
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if n is PlayerCharacter: return n
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n = n.get_parent()
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return null
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