class_name Player extends CharacterBody2D @onready var locomotion_comp: LocomotionComponent = %LocomotionComponent @onready var hsm: LimboHSM = %PlayerHSM @onready var wall_detector: WallDetector = %WallDetector @onready var hit_box: Area2D = %HitBox @onready var spawn_hook_comp: SpawnHookComponet = $SpawnHookComponet @onready var foot_pos_marker: Marker2D = %FootPosMarker @onready var ground_companion: Area2D = %GroundCompanion enum Direction{LEFT,RIGHT} var direction: Direction = Direction.RIGHT: set = _player_direction_changed var m_jump_press: bool = false var m_dash_press: bool = false var m_climb_press: bool = false var m_grap_hook_press: bool = false ##用于记录当前玩家输入的朝向 var m_input_intent_direction: Vector2 var is_dead: bool = false: set(value): is_dead = value if is_dead: locomotion_comp.is_active = false GlobalEvent.boradcast_player_dead_event(self) player_dead.emit() signal player_direction_changed(direction: Direction) signal player_dead ##落地尘土特效 signal v_land_dust ##奔跑尘土特效 signal v_run_dust ##跳跃尘土特效 signal v_jump_dust ##跳跃声音特效 signal s_jump_sound func _enter_tree() -> void: GlobalEvent.register_player(self) func _ready() -> void: self.player_direction_changed.connect(_handle_direction_changed) self.hit_box.area_entered.connect(_handle_hit_box_entered) self.hit_box.body_entered.connect(_handle_hit_box_entered) func _draw() -> void: draw_string(ThemeDB.fallback_font,Vector2.ZERO,str(get_wall_normal())) var x: float = clampf(abs(velocity.x),1,1000) * .2 * sign(velocity.x) var y: float = clampf(abs(velocity.y),1,1000) * .2 * sign(velocity.y) 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(a_x, 0),Color.YELLOW,2) draw_line(Vector2.ZERO,Vector2(0, a_y),Color.PURPLE,2) func _process(delta: float) -> void: queue_redraw() func set_move_input(dir: Vector2) -> void: m_input_intent_direction = dir func get_move_input() -> Vector2: return m_input_intent_direction ## 更宽泛的floor检测 func get_is_on_floor() -> bool: return self.is_on_floor() or ground_companion.has_overlapping_areas() or ground_companion.has_overlapping_bodies() #region 输入处理 '''对于单次的输入触发动作,我们发送一个格式为 want_to_...的事件给hsm,用来尝试触发 ''' func press_jump() -> void: m_jump_press = true hsm.dispatch(&"trigger_jump") func release_jump() -> void: m_jump_press = false hsm.dispatch(&"completed_jump") func press_dash() -> void: m_dash_press = true hsm.dispatch(&"trigger_dash") func release_dash() -> void: m_dash_press = false hsm.dispatch(&"completed_dash") func press_climb() -> void: m_climb_press = true hsm.dispatch(&"trigger_climb") func release_climb() -> void: m_climb_press = false hsm.dispatch(&"completed_climb") func press_grap_hook() -> void: m_grap_hook_press = true hsm.dispatch(&"trigger_grap_hook") func release_grap_hook() -> void: m_grap_hook_press = true hsm.dispatch(&"completed_grap_hook") #endregion ##玩家方向改变时更新 func _handle_direction_changed(value: Direction): match value: Direction.RIGHT: wall_detector.flip_h = false Direction.LEFT: wall_detector.flip_h = true func _handle_hit_box_entered(node: Node2D)-> void: hsm.dispatch(&"try_enter_dead") func _player_direction_changed(value: Direction): if self.direction == value: return direction = value player_direction_changed.emit(direction) func is_in_ground_state() -> bool: return %Grounded.is_active() func is_in_climb_state() -> bool: return %Climb.is_active() #region 特效广播 ##播放落地尘土特效 func on_land_dust() -> void: v_land_dust.emit({"world_pos": foot_pos_marker.global_position}) ##播放落地尘土特效 func on_run_dust() -> void: v_run_dust.emit({"world_pos": foot_pos_marker.global_position}) ##播放落地尘土特效 func on_jump() -> void: v_jump_dust.emit({"world_pos": foot_pos_marker.global_position}) s_jump_sound.emit() #endregion ##工具函数 ##获取当前state下的目标state func _get_target_state_in_state(state : LimboState,target: LimboState) -> LimboState: if state == target: return target var active_substate : LimboState = null # 如果这个状态有 get_active_state() 方法,就调用 if state.has_method("get_active_state"): active_substate = state.get_active_state() if active_substate == target: return target # 如果没有子状态,返回自己 if active_substate == null: return null # 如果有子状态,继续递归 return _get_target_state_in_state(active_substate,target) static func get_direction_vector(dir: Direction) -> Vector2: return Vector2(1,0) if dir == Direction.RIGHT else Vector2(-1,0)