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 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() 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 _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())) func _process(delta: float) -> void: queue_redraw() func _physics_process(delta: float) -> void: ##用於更新輸入的朝向 m_input_intent_direction = Input.get_vector( "move_left", "move_right", "move_up", "move_down" ) spawn_hook_comp.set_ray_direction(m_input_intent_direction) func _unhandled_input(event: InputEvent) -> void: if event.is_echo(): return #jump input if event.is_action_pressed(&"jump"): m_jump_press = true _handle_jump_press() if event.is_action_released(&"jump"): m_jump_press = false _handle_jump_release() #dash input if event.is_action_pressed(&"dash"): m_dash_press = true _handle_dash_press() if event.is_action_released(&"dash"): m_dash_press = false #climb input if event.is_action_pressed(&"climb"): m_climb_press = true _handle_climb_press() if event.is_action_released(&"climb"): m_climb_press = false _handle_climb_release() #grap hook input if event.is_action_pressed(&"grap_hook"): m_grap_hook_press = true _handle_grap_hook_press() if event.is_action_released(&"grap_hook"): m_grap_hook_press = false _handle_grap_hook_release() #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 ''' ##处理 jump 单次输入 func _handle_jump_press() -> void: if not m_jump_press: return hsm.dispatch(&"trigger_jump") func _handle_jump_release() -> void: hsm.dispatch(&"completed_jump") ##处理 Dash 单次输入 func _handle_dash_press() -> void: if not m_dash_press: return hsm.dispatch(&"trigger_dash") ##处理 climb 输入 func _handle_climb_press() -> void: if not m_climb_press: return hsm.dispatch(&"trigger_climb") func _handle_climb_release() -> void: hsm.dispatch(&"completed_climb") ##处理 Grap Hook 输入 func _handle_grap_hook_press() -> void: hsm.dispatch(&"trigger_grap_hook") func _handle_grap_hook_release() -> void: 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) ##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() ##工具函数 static func get_direction_vector(dir: Direction) -> Vector2: return Vector2(1,0) if dir == Direction.RIGHT else Vector2(-1,0)