109 lines
2.9 KiB
GDScript
109 lines
2.9 KiB
GDScript
extends LimboState
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@onready var root: Normal = %Normal
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@export_category("Hook Pull Release")
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##如果和目标点小于此距离,则会自动松开
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@export var release_distance: float = 12.0
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##如果钩爪方向和角色速度方向小于此,则中断
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@export var release_dot_threshold: float = 0.0
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##最短pull时间,即使距离非常近,也会判断至少此时间
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@export var min_pull_timer: float = 0.08
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##如果钩爪跳时速度低于这个值,则会强制重置跳跃
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@export var force_jump_reset_maxinum_speed: float = 230
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var _pull_timer := 0.0
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var _anchor
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var _tween: Tween
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func _setup() -> void:
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self.add_event_handler(&"trigger_jump",_handle_trigger_jump)
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func _enter() -> void:
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var tween := get_tree().create_tween()
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tween.set_ignore_time_scale(true)
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tween.tween_property(Engine, "time_scale", .25, .03)
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tween.tween_interval(.1)
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tween.tween_property(Engine, "time_scale", 1.0, .05)
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var hook_inst: Hook = agent.spawn_hook_comp.get_current_hook_inst()
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if hook_inst:
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var i = hook_inst.get_direction_id()
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#if i >= 0:
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#if i == 0 or i == 4:
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#CameraSystem.get_cached_camera().emit_hook_touch_shock(0)
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#elif i == 1 or i == 5:
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#CameraSystem.get_cached_camera().emit_hook_touch_shock(1)
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#elif i == 2 or i == 6:
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#CameraSystem.get_cached_camera().emit_hook_touch_shock(2)
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#elif i == 3 or i == 7:
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#CameraSystem.get_cached_camera().emit_hook_touch_shock(3)
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if root.grap_hook_state._jump_grace_timer > 0:
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_hook_to_jump()
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_pull_timer = 0.0
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_anchor = agent.spawn_hook_comp.get_current_hook_anchor()
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if _anchor and is_instance_valid(_anchor):
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agent.locomotion_comp._custom_move_to(_anchor)
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func _update(delta: float) -> void:
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_pull_timer += delta
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if _pull_timer < min_pull_timer:
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return
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if not _anchor or not is_instance_valid(_anchor):
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_force_release()
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return
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var character : CharacterBody2D = agent
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var pos: Vector2 = character.global_position
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var target_pos: Vector2 = _anchor.global_position
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var to_target := target_pos - pos
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var distance := to_target.length()
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if distance <= release_distance:
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_force_release()
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return
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if distance > 0.001:
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var dir := to_target / distance
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if character.velocity.dot(dir) <= release_dot_threshold:
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_force_release()
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return
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func _exit() -> void:
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agent.locomotion_comp._release_hook_keep_momentum()
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agent.spawn_hook_comp.release_cached_hook()
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func _handle_trigger_jump() -> bool:
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_hook_to_jump()
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return false
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func _hook_to_jump() -> void:
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var v : float = agent.velocity.length()
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if v <= force_jump_reset_maxinum_speed:
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get_root().blackboard.set_var(&"force_reset_jump",true)
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get_root().blackboard.set_var(&"want_to_jump",true)
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self.dispatch(&"hook_to_jump")
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func _force_release() -> void:
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agent.locomotion_comp.stop_custom_move(false)
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if agent.spawn_hook_comp.has_method("release_hook"):
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agent.spawn_hook_comp.release_hook()
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##解除hook
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if agent.is_on_floor():
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self.dispatch(&"exit_on_ground")
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else:
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self.dispatch(&"exit_on_air")
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return
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