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
31 lines
1.1 KiB
GDScript
31 lines
1.1 KiB
GDScript
extends PlayerComponent
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class_name StateHints
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#affiche dans le HUD les hints de l'etat courant du joueur (PlayerState.get_hints). La StateMachine, generique, ne connait pas le HUD :
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#ce composant ecoute ses changements d'etat et les hints_changed des etats.
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#composant a ajouter sous le PlayerCharacter (le nom du node est libre, voir PlayerComponent).
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func register_with_player() -> void:
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player.state_hints = self
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func _ready() -> void:
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var machine : StateMachine = player.state_machine
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machine.state_changed.connect(_on_state_changed)
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for child in machine.get_children():
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if child is PlayerState: child.hints_changed.connect(_on_hints_changed.bind(child))
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func _exit_tree() -> void:
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Hints.clear_hints(self)
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func _on_state_changed(_from : State, _to : State) -> void:
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publish()
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func _on_hints_changed(state : PlayerState) -> void:
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if state == player.state_machine.curr_state: publish()
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func publish() -> void:
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var state := player.state_machine.curr_state as PlayerState
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if state and !state.keep_previous_hints:
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Hints.show_hints(self, state.get_hints())
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