godot-plateformer/_player/states/grapping.gd

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extends LimboState
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@onready var root: Normal = %Normal
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@export_category("Hook Pull Release")
@export var release_distance: float = 12.0
@export var release_dot_threshold: float = 0.0
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@export var min_pull_timer: float = 0.08
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var _pull_timer := 0.0
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var _anchor
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func _setup() -> void:
self.add_event_handler(&"trigger_jump",_handle_trigger_jump)
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func _enter() -> void:
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if root.grap_hook_state._jump_grace_timer > 0:
_hook_to_jump()
_pull_timer = 0.0
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_anchor = agent.spawn_hook_comp.get_current_hook_anchor()
if _anchor and is_instance_valid(_anchor):
agent.locomotion_comp._custom_move_to(_anchor)
func _update(delta: float) -> void:
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_pull_timer += delta
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if _pull_timer < min_pull_timer:
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return
if not _anchor or not is_instance_valid(_anchor):
_force_release()
return
var character : CharacterBody2D = agent
var pos: Vector2 = character.global_position
var target_pos: Vector2 = _anchor.global_position
var to_target := target_pos - pos
var distance := to_target.length()
if distance <= release_distance:
_force_release()
return
if distance > 0.001:
var dir := to_target / distance
if character.velocity.dot(dir) <= release_dot_threshold:
_force_release()
return
func _exit() -> void:
agent.locomotion_comp.stop_custom_move(false)
_anchor = null
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agent.spawn_hook_comp.release_cached_hook()
func _handle_trigger_jump() -> bool:
_hook_to_jump()
return false
func _hook_to_jump() -> void:
get_root().blackboard.set_var(&"want_to_jump",true)
self.dispatch(&"hook_to_jump")
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func _force_release() -> void:
agent.locomotion_comp.stop_custom_move(false)
if agent.spawn_hook_comp.has_method("release_hook"):
agent.spawn_hook_comp.release_hook()
##解除hook
if agent.is_on_floor():
self.dispatch(&"exit_on_ground")
else:
self.dispatch(&"exit_on_air")
return