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008be7a4e8
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b273d6fe93
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@ -9,5 +9,4 @@ func _ready() -> void:
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#$L1_S5.switch_act_by_id(1)
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#$L1_S6.switch_act_by_id(1)
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$L1_S7.switch_act_by_id(1)
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get_tree().call_group(&"PLAYER_RESPAWN",&"respawn_avatar")
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@ -36,10 +36,9 @@ func _init_trans() -> void:
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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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self.add_transition(ANYSTATE,on_wall_state,&"want_to_on_wall",_can_on_wall)
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self.add_transition(ANYSTATE,on_wall_state,&"want_to_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,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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self.add_transition(ANYSTATE,grap_hook_state,&"want_to_grap_hook",_has_move_input)
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@ -95,6 +94,3 @@ func _get_dash_exit_enter_state()->LimboState:
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func _has_move_input() -> bool:
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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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@ -15,7 +15,6 @@ func _exit() -> void:
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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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print("离开攀爬")
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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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File diff suppressed because one or more lines are too long
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@ -250,7 +250,7 @@ curve = SubResource("Curve2D_2q2em")
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[node name="PathDriveMovePlateform3" parent="." node_paths=PackedStringArray("path2d", "plateform", "player_trigger") instance=ExtResource("24_mxp7a")]
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position = Vector2(-520, -1336)
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path2d = NodePath("Path2D")
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path2d = NodePath("")
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plateform = NodePath("MovablePlateform")
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player_trigger = NodePath("MovablePlateform/PlayerTriggerVolumn")
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move_speed = 300.0
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