extends LimboState @export var grap_hook_shooting_time: float var _timer: float func _setup() -> void: self.add_event_handler(&"completed_grap_hook",_handle_hook_input_completed) agent.spawn_hook_comp.hook_reach_finished.connect(_handle_hook_stretching_end) func _enter() -> void: agent.locomotion_comp.suspend_movement() agent.locomotion_comp.stop_dash(true) var d = agent.get_move_input() as Vector2 agent.spawn_hook_comp.spawn_grap_hook_inst(d) func _update(delta: float) -> void: pass func _exit() -> void: #agent.locomotion_comp.enable_movement() pass func _handle_hook_input_completed() -> bool: agent.spawn_hook_comp.suspend_hook_stretching(false) return true func _handle_hook_stretching_end(reach_end: bool,Anchor:Node2D) -> void: ##如果鈎爪沒有找到任何錨點,則直接退出 if not Anchor: if agent.is_on_floor(): self.dispatch(&"exit_on_ground") else: self.dispatch(&"exit_on_air") return self.dispatch(self.EVENT_FINISHED)