96 lines
3.1 KiB
GDScript3
96 lines
3.1 KiB
GDScript3
|
|
'''Agens移动控制组件
|
|||
|
|
|
|||
|
|
Extra:
|
|||
|
|
jump() 基础的跳跃,可以往上跳跃
|
|||
|
|
stop_jump() 停止跳跃
|
|||
|
|
walL_jump() 墙跳
|
|||
|
|
'''
|
|||
|
|
class_name JumpLocomotionComponent extends LocomotionComponent
|
|||
|
|
|
|||
|
|
# <-- JUMP & FALL PROPOTIY -->
|
|||
|
|
@export_category("Jump Properties")
|
|||
|
|
##跳跃力度,在调用跳跃方法时自动处理为负,无需 * -1
|
|||
|
|
@export var jump_force : float = 280
|
|||
|
|
##跳跃极限时间,超过这个时间则无法继续监听跳跃输入
|
|||
|
|
@export var jump_hold_maxium_time : float = .18
|
|||
|
|
##跳跃时对移动输入的补正
|
|||
|
|
@export var jump_horizontal_Boost : float = 80
|
|||
|
|
##Jump时是否还需要受到重力影响
|
|||
|
|
@export var jump_effected_by_gravity : bool = true
|
|||
|
|
##半重力触发阈值,当速度小于这个数值时,会将角色的重力减半
|
|||
|
|
@export var light_gravity_threshold: float = 80
|
|||
|
|
##半重力乘量,默认.5
|
|||
|
|
@export var light_gravity_mult: float = .5
|
|||
|
|
|
|||
|
|
@export_category("Wall Properties")
|
|||
|
|
##如果apply,则在墙壁下滑时,会额外受到摩擦而保持wall slide speed
|
|||
|
|
@export var apply_wall_slide_gravity: bool = true
|
|||
|
|
##在墙壁下滑时的速度最大值
|
|||
|
|
@export var wall_slide_fall_maxium_speed: float = 105
|
|||
|
|
@export var wall_jump_base_force_x : float = 380
|
|||
|
|
@export var wall_jump_base_force_y : float = -1
|
|||
|
|
|
|||
|
|
var _jump_timer : float
|
|||
|
|
var _is_jumping : bool = false
|
|||
|
|
var _is_wall_jumping: bool = false
|
|||
|
|
|
|||
|
|
|
|||
|
|
##跳跃
|
|||
|
|
func jump() -> bool:
|
|||
|
|
if _is_jumping : return false
|
|||
|
|
|
|||
|
|
#给与一个跳跃的补正速度
|
|||
|
|
characterbody.velocity.x = _movement_input * jump_horizontal_Boost # 跳跃的水平补正速度
|
|||
|
|
|
|||
|
|
_jump_timer = jump_hold_maxium_time
|
|||
|
|
_is_jumping = true
|
|||
|
|
characterbody.velocity.y = _get_jump_force()
|
|||
|
|
|
|||
|
|
return true
|
|||
|
|
|
|||
|
|
##停止跳跃,实际的功能是重置跳跃相关的标识符
|
|||
|
|
func stop_jump() -> void:
|
|||
|
|
_is_jumping = false
|
|||
|
|
_is_wall_jumping = false
|
|||
|
|
|
|||
|
|
##墙跳
|
|||
|
|
func wall_jump() -> void:
|
|||
|
|
if not characterbody.is_on_wall_only(): return
|
|||
|
|
|
|||
|
|
characterbody.velocity.x = characterbody.get_wall_normal().x * wall_jump_base_force_x #基础的wall jump force
|
|||
|
|
characterbody.velocity.y = _get_jump_force()
|
|||
|
|
_jump_timer = jump_hold_maxium_time
|
|||
|
|
_is_jumping = true
|
|||
|
|
_is_wall_jumping = true
|
|||
|
|
|
|||
|
|
func _update_gravity(delta: float) -> void:
|
|||
|
|
if _jump_timer >= 0:
|
|||
|
|
if _is_jumping:
|
|||
|
|
characterbody.velocity.y = _get_jump_force()
|
|||
|
|
_jump_timer -= delta
|
|||
|
|
|
|||
|
|
#如果不希望jump时受到重力影响,可以关闭此开关
|
|||
|
|
if not jump_effected_by_gravity: return
|
|||
|
|
|
|||
|
|
super._update_gravity(delta)
|
|||
|
|
|
|||
|
|
##重写重力乘量函数
|
|||
|
|
func _get_gravity_scale() -> float:
|
|||
|
|
var c = absf(characterbody.velocity.y) <= light_gravity_threshold && _is_jumping
|
|||
|
|
return light_gravity_mult if c else default_gravity_scale
|
|||
|
|
|
|||
|
|
##重写最大下落速度
|
|||
|
|
func _get_max_fall_speed() -> float:
|
|||
|
|
var wall_normal_x = characterbody.get_wall_normal().x
|
|||
|
|
if -1 * sign(_movement_input) == wall_normal_x and characterbody.is_on_wall():
|
|||
|
|
return wall_slide_fall_maxium_speed
|
|||
|
|
else:
|
|||
|
|
return fall_maxium_speed
|
|||
|
|
|
|||
|
|
##设定jump的力度
|
|||
|
|
func _get_jump_force() -> float:
|
|||
|
|
var result: float = jump_force
|
|||
|
|
if _is_wall_jumping and wall_jump_base_force_y > 0:
|
|||
|
|
result = wall_jump_base_force_y
|
|||
|
|
return -1.0 * result
|