Tales-of-PKMN/game/player/states/state.gd
2026-10-13 09:50:50 +02:00

25 lines
774 B
GDScript

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 #a emettre quand get_hints() change alors que l'etat est actif
@export var hints : Array[Hint] = [] #cas simple : se regle dans l'inspecteur
@export var keep_previous_hints : bool = false #etats transitoires (Dodge...) : on ne touche pas aux hints affiches
func enter(_char_reference : CharacterBody3D) -> void:
pass
func exit() -> void:
pass
func update(_delta : float) -> void:
pass
func physics_update(_delta : float) -> void:
pass
func get_hints() -> Array[Hint]:
return hints #a surcharger seulement quand les hints dependent d'une condition