修复攀爬打断钩锁的逻辑bug
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@ -36,9 +36,10 @@ func _init_trans() -> void:
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self.add_transition(dash_state,airbone_state,&"exit_on_air")
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self.add_transition(dash_state,airbone_state,&"exit_on_air")
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##用於處理貼在墻面的State流轉
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##用於處理貼在墻面的State流轉
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self.add_transition(ANYSTATE,on_wall_state,&"want_to_on_wall")
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self.add_transition(ANYSTATE,on_wall_state,&"want_to_on_wall",_can_on_wall)
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self.add_transition(on_wall_state,airbone_state,&"exit_on_ground")
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self.add_transition(on_wall_state,airbone_state,&"exit_on_ground")
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self.add_transition(on_wall_state,ground_state,&"exit_on_air")
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self.add_transition(on_wall_state,ground_state,&"exit_on_air")
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#self.add_transition(on_wall_state,grap_hook_state,)
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##用於處理鈎爪的State流轉
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##用於處理鈎爪的State流轉
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self.add_transition(ANYSTATE,grap_hook_state,&"want_to_grap_hook",_has_move_input)
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self.add_transition(ANYSTATE,grap_hook_state,&"want_to_grap_hook",_has_move_input)
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@ -94,3 +95,6 @@ func _get_dash_exit_enter_state()->LimboState:
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func _has_move_input() -> bool:
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func _has_move_input() -> bool:
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return agent.get_move_input() != Vector2.ZERO
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return agent.get_move_input() != Vector2.ZERO
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func _can_on_wall() -> bool:
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return not grap_hook_state.is_active()
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@ -15,6 +15,7 @@ func _exit() -> void:
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agent.locomotion_comp.suspend_climb()
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agent.locomotion_comp.suspend_climb()
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get_root().blackboard.set_var(&"lock_direction_changed",false)
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get_root().blackboard.set_var(&"lock_direction_changed",false)
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print("离开攀爬")
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func _update(delta: float) -> void:
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func _update(delta: float) -> void:
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var climb_dir = Input.get_axis("move_up","move_down") as float
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var climb_dir = Input.get_axis("move_up","move_down") as float
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