新视角下角色钩锁修正

This commit is contained in:
Reed 2026-01-16 17:23:58 +08:00
parent ed424fc250
commit fd64d64adf
12 changed files with 160 additions and 91 deletions

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@ -163,22 +163,31 @@ unique_name_in_owner = true
script = ExtResource("2_11vl8")
dash_speed = 400.0
end_dash_speed = 190.0
climb_hop_velocity_x = 180.0
climb_hop_velocity_y = 334.0
climb_max_speed_upward = 450.0
climb_max_speed_downward = 800.0
climb_acceleration = 3000.0
climb_hop_velocity_x = 1400.0
climb_hop_velocity_y = 2600.0
climb_jump_velocity_x = 1800.0
climb_jump_velocity_y = 3300.0
custom_move_force = 10000.0
custom_move_max_speed = 4500.0
custom_move_stop_distance = 40.0
jump_force = 5800.0
jump_hold_maxium_time = 0.125
jump_horizontal_Boost = 5600.0
jump_countinus_horizontal_Boost = 4000.0
jump_horizontal_Boost_last_time = 0.12
max_jump_horizontal_boost_speed = 3600.0
light_gravity_threshold = 135.0
light_gravity_threshold = 1200.0
light_gravity_mult = 0.6
wall_jump_base_force_x = 260.0
wall_jump_base_force_y = 220.0
wall_slide_fall_maxium_speed = 5000.0
wall_jump_base_force_x = 2800.0
wall_jump_base_force_y = 1600.0
fall_maxium_speed = 8000.0
air_control_mult = 0.55
run_accel = 5800.0
run_reduce = 7900.0
run_accel = 15000.0
run_reduce = 20000.0
move_speed_max = 2650.0
[node name="WallDetector" parent="LocomotionComponent" instance=ExtResource("20_air0b")]

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@ -67,11 +67,11 @@ func _draw() -> void:
var a_x: float = clampf(abs(velocity.x),1,2000) * .3 * sign(locomotion_comp._current_acceleration.x)
var a_y: float = clampf(abs(velocity.x),1,2000) * .3 * sign(locomotion_comp._current_acceleration.y)
draw_line(Vector2.ZERO,Vector2(x, 0),Color.RED,4)
draw_line(Vector2.ZERO,Vector2(0, y),Color.GREEN,4)
draw_line(Vector2.ZERO,Vector2(x, 0),Color.RED,40)
draw_line(Vector2.ZERO,Vector2(0, y),Color.GREEN,40)
draw_line(Vector2.ZERO,Vector2(a_x, 0),Color.YELLOW,2)
draw_line(Vector2.ZERO,Vector2(0, a_y),Color.PURPLE,2)
draw_line(Vector2.ZERO,Vector2(a_x, 0),Color.YELLOW,20)
draw_line(Vector2.ZERO,Vector2(0, a_y),Color.PURPLE,20)
func _process(delta: float) -> void:
queue_redraw()

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[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_ekrk0"]
texture = ExtResource("2_5i20m")
@ -163,5 +241,5 @@ texture_region_size = Vector2i(128, 128)
tile_size = Vector2i(128, 128)
physics_layer_0/collision_layer = 4
physics_layer_0/collision_mask = 0
sources/2 = SubResource("TileSetAtlasSource_i03by")
sources/3 = SubResource("TileSetAtlasSource_ekrk0")
sources/2 = SubResource("TileSetAtlasSource_i03by")

View File

@ -1,17 +1,30 @@
[gd_scene load_steps=3 format=3 uid="uid://ddwoxlqluxiq5"]
[gd_scene load_steps=4 format=3 uid="uid://ddwoxlqluxiq5"]
[ext_resource type="Script" uid="uid://bvxgviq7l64ck" path="res://addons/reedcomponent/grap_hook/garpping_hook_v_2.gd" id="1_jrg4x"]
[sub_resource type="CircleShape2D" id="CircleShape2D_2bmkq"]
[sub_resource type="CircleShape2D" id="CircleShape2D_jrg4x"]
radius = 5.0990195
[node name="GarppingHookV2" type="Node2D"]
script = ExtResource("1_jrg4x")
min_length = 900.0
max_length = 1200.0
stretching_speed = 5000.0
max_speed = 5600.0
retract_speed = 7000.0
[node name="Line2D" type="Line2D" parent="."]
unique_name_in_owner = true
points = PackedVector2Array(0, 0, 80, 0)
width = 8.0
width = 50.0
[node name="ShapeCast2D" type="ShapeCast2D" parent="."]
unique_name_in_owner = true
shape = SubResource("CircleShape2D_2bmkq")
target_position = Vector2(80, 0)
collision_mask = 20
[node name="RayCast2D" type="RayCast2D" parent="."]
unique_name_in_owner = true

View File

@ -1,20 +1,27 @@
class_name Hook
extends Node2D
@onready var line_2d: Line2D = %Line2D
@onready var shape_cast_2d: ShapeCast2D = %ShapeCast2D
@onready var tip_detector: Area2D = $TipDetector
## ================
## Export Field
## ================
##钩爪最短长度
@export var min_length := 140.0
##钩爪最大长度
@export var max_length := 200.0
##钩爪伸出速度
@export var stretching_speed: float = 1400.0
## 最大速度上限
@export var max_speed: float = 800.0
@export_category("Hook Retract")
@export var retract_speed: float = 1800.0
@onready var line_2d: Line2D = %Line2D
@onready var ray: RayCast2D = %RayCast2D
@onready var tip_detector: Area2D = $TipDetector
## 钩爪当前速度
var _current_velocity: Vector2 = Vector2.ZERO
var _tween: Tween
const GRAPABLE_GROUP = &"GRAPABLE"
@ -40,8 +47,8 @@ var _dir_id: int = -1
# =================
func _ready() -> void:
ray.enabled = true
ray.target_position = Vector2.ZERO
shape_cast_2d.enabled = true
shape_cast_2d.target_position = Vector2.ZERO
## 初始化
func init(hook_comp: SpawnHookComponet, reset_to_target: bool) -> void:
@ -100,10 +107,6 @@ func _process(_delta: float) -> void:
# Core Logic
# =================
## 钩爪当前速度
var _current_velocity: Vector2 = Vector2.ZERO
## 最大速度上限
@export var max_speed: float = 800.0
func _update_stretching(delta: float) -> void:
# 检测前端点的吸引力 (direction, strength)
@ -134,17 +137,17 @@ func _update_stretching(delta: float) -> void:
tip_detector.global_position = predicted_pos
# RayCast 也应该射到“累计长度”
ray.target_position = velocity_dir * next_length
ray.force_raycast_update()
# ShapeCast2D 也应该射到"累计长度"
shape_cast_2d.target_position = velocity_dir * next_length
shape_cast_2d.force_shapecast_update()
# ===== 命中檢測(最高優先)=====
if ray.is_colliding():
var collider := ray.get_collider()
if shape_cast_2d.is_colliding():
var collider := shape_cast_2d.get_collider(0)
if collider is Node2D and collider.is_in_group(GRAPABLE_GROUP):
var hit_pos := ray.get_collision_point()
var hit_pos := shape_cast_2d.get_collision_point(0)
_current_length = global_position.distance_to(hit_pos)
ray.target_position = velocity_dir * _current_length
shape_cast_2d.target_position = velocity_dir * _current_length
_handle_hit(collider as Node2D, hit_pos)
return
@ -190,7 +193,7 @@ func _handle_hit(target: Node2D, hit_pos: Vector2) -> void:
_stretching_dir = Vector2.ZERO
_current_velocity = Vector2.ZERO # 重置速度
ray.target_position = to_local(hit_pos)
shape_cast_2d.target_position = to_local(hit_pos)
# 如果 target 有 on_hook_hit 方法,调用它(传入钩爪实例)
if target.has_method(&"on_hook_hit"):
@ -218,8 +221,8 @@ func _release_hook() -> void:
_anchor.queue_free()
_anchor = null
# 3. 重置 Ray 與 Line視覺清乾淨
ray.target_position = Vector2.ZERO
# 3. 重置 ShapeCast2D 與 Line視覺清乾淨
shape_cast_2d.target_position = Vector2.ZERO
_update_line()
func release_hook_with_transition(has_trans: bool) -> void:
@ -242,7 +245,7 @@ func release_hook_with_transition(has_trans: bool) -> void:
_anchor = null
# 当前末端位置(本地坐标)
var start_pos: Vector2 = ray.target_position
var start_pos: Vector2 = shape_cast_2d.target_position
var distance := start_pos.length()
if distance <= 0.001:
@ -260,7 +263,7 @@ func release_hook_with_transition(has_trans: bool) -> void:
_tween.set_ease(Tween.EASE_IN)
_tween.tween_property(
ray,
shape_cast_2d,
"target_position",
Vector2.ZERO,
duration
@ -273,9 +276,9 @@ func release_hook_with_transition(has_trans: bool) -> void:
func _update_line() -> void:
if _anchor and is_instance_valid(_anchor):
# 关键:锚点是世界坐标固定的,把它换算到 Hook 的本地坐标
ray.target_position = to_local(_anchor.global_position)
shape_cast_2d.target_position = to_local(_anchor.global_position)
line_2d.set_point_position(1, ray.target_position)
line_2d.set_point_position(1, shape_cast_2d.target_position)
func _create_anchor_on_node(target: Node2D, hit_global_pos: Vector2) -> Node2D:
if _anchor and is_instance_valid(_anchor):

View File

@ -35,6 +35,8 @@ const FALL_SPEED_EXCEED_TOLERANCE_THRESHOLD = 40
@export_category("Locomotion Properties")
@export_subgroup("Move")
##如果为true则使用加速度逐渐达到目标速度如果为false则直接设置速度
@export var use_acceleration: bool = true
##存在輸入時,向最大移動輸入運動的加速度
@export var run_accel : float = 1200
##不存在輸入時向Vector.ZERO運動的加速度
@ -125,11 +127,15 @@ func _update_movement(delta : float) -> void:
var applyed_air_control = 1 if characterbody.is_on_floor() else air_control_mult
var target_move_speed = move_speed_max * input_dir
characterbody.velocity.x = speed_approach(
characterbody.velocity.x,
target_move_speed,
applyed_air_control * accel * delta
)
if use_acceleration:
characterbody.velocity.x = speed_approach(
characterbody.velocity.x,
target_move_speed,
applyed_air_control * accel * delta
)
else:
# 直接设置速度,无加速度
characterbody.velocity.x = target_move_speed
#检测是否这帧开始了移动
_check_is_start_move()