172 lines
6.0 KiB
GDScript
172 lines
6.0 KiB
GDScript
'''Agens移动控制组件
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Extra:
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jump() 基础的跳跃,可以往上跳跃
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stop_jump() 停止跳跃
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walL_jump() 墙跳
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'''
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class_name JumpLocomotionComponent extends LocomotionComponent
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# <-- JUMP & FALL PROPOTIY -->
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@export_category("Jump Properties")
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##跳跃力度,在调用跳跃方法时自动处理为负,无需 * -1
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@export var jump_force : float = 280
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##跳跃极限时间,超过这个时间则无法继续监听跳跃输入
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@export var jump_hold_maxium_time : float = .18
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##跳跃时对移动输入的补正
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@export var jump_horizontal_Boost : float = 80
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##跳跃时对移动输入的补正
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@export var jump_countinus_horizontal_Boost : float = 200
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##是否持续的增加jump的水平补正,如果不持续,则只在跳跃的第一帧添加
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@export var countinus_jump_boost: bool = true
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##跳跃对移动输入的水平补正可以持续的时间
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@export var jump_horizontal_Boost_last_time : float = .08
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##跳跃水平方向速度补偿的最大值,如果当前速度加补偿速度超过了这个阈值,会自动重置为该阈值
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@export var max_jump_horizontal_boost_speed: float = 600
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##Jump时是否还需要受到重力影响
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@export var jump_effected_by_gravity : bool = true
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##半重力触发阈值,当速度小于这个数值时,会将角色的重力减半
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@export var light_gravity_threshold: float = 80
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##半重力乘量,默认.5
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@export var light_gravity_mult: float = .5
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@export_category("Wall Properties")
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##如果apply,则在墙壁下滑时,会额外受到摩擦而保持wall slide speed
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@export var apply_wall_slide_gravity: bool = true
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##在墙壁下滑时的速度最大值
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@export var wall_slide_fall_maxium_speed: float = 105
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@export var wall_jump_base_force_x : float = 380
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@export var wall_jump_base_force_y : float = -1
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var _jump_timer : float
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var _is_jumping : bool = false
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var _is_wall_jumping: bool = false
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var _h_boost_timer: float
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##跳跃
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func jump(force_reset_x: bool = false) -> bool:
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if _is_jumping : return false
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var input_dir = sign(_movement_input) as float
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if not force_reset_x:
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if input_dir != 0 :
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var vel_dir := sign(characterbody.velocity.x)
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var accel_dir := sign(_current_acceleration.x)
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# ---------- 情况 1:角色在起步 ----------
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# velocity 还没起来,但已经在往某方向加速
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if vel_dir == 0 and accel_dir == input_dir:
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characterbody.velocity.x += input_dir * jump_horizontal_Boost
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# ---------- 情况 2:角色稳定同向移动 ----------
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elif vel_dir == input_dir and accel_dir == 0:
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characterbody.velocity.x += input_dir * jump_horizontal_Boost
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# ---------- 情况 3:角色正在反向 / pivot ----------
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elif vel_dir == -input_dir:
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characterbody.velocity.x = input_dir * jump_horizontal_Boost
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apply_jump_horizontal_boost(input_dir)
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else:
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##如果强制重置,我们会让水平速度直接等于输入加水平补正
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characterbody.velocity.x = input_dir * jump_horizontal_Boost
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print("强制重置")
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_jump_timer = jump_hold_maxium_time
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_h_boost_timer = jump_horizontal_Boost_last_time
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_is_jumping = true
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characterbody.velocity.y = _get_jump_force()
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return true
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##停止跳跃,实际的功能是重置跳跃相关的标识符
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func stop_jump() -> void:
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# 如果还在上升,直接砍掉上升速度
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if characterbody.velocity.y < 0 and _jump_timer > 0:
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characterbody.velocity.y *= 0.6
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_jump_timer = 0
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_h_boost_timer = 0
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_is_jumping = false
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_is_wall_jumping = false
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##墙跳
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func wall_jump() -> void:
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if not characterbody.is_on_wall_only(): return
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characterbody.velocity.x = characterbody.get_wall_normal().x * wall_jump_base_force_x #基础的wall jump force
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characterbody.velocity.y = _get_jump_force()
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_jump_timer = jump_hold_maxium_time
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_is_jumping = true
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_is_wall_jumping = true
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func _update_gravity(delta: float) -> void:
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#if _jump_timer >= 0:
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#if _is_jumping:
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#characterbody.velocity.y = _get_jump_force()
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#_jump_timer -= delta
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#
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##如果不希望jump时受到重力影响,可以关闭此开关
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#if not jump_effected_by_gravity: return
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if _jump_timer > 0 and _is_jumping:
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_jump_timer -= delta
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# --------- Continuous Jump Horizontal Boost ---------
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if countinus_jump_boost \
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and _is_jumping \
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and _h_boost_timer > 0:
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_h_boost_timer -= delta
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var input_dir := sign(_movement_input)
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if input_dir != 0:
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_apply_continuous_jump_boost(input_dir, delta)
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super._update_gravity(delta)
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## 应用跳跃水平补偿的后的处理逻辑
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func apply_jump_horizontal_boost(input_dir: float) -> void:
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var boost_vel := input_dir * jump_horizontal_Boost
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var current_vel := characterbody.velocity.x
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# 只处理「同方向」的情况
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if sign(current_vel) == input_dir:
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if abs(current_vel) > max_jump_horizontal_boost_speed:
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characterbody.velocity.x = boost_vel
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func _apply_continuous_jump_boost(input_dir: float, delta: float) -> void:
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var current_vel := characterbody.velocity.x
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var max_vel := input_dir * max_jump_horizontal_boost_speed
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# 如果已经超过最大值(极少数情况),直接截断
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if sign(current_vel) == input_dir and abs(current_vel) > abs(max_vel):
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characterbody.velocity.x = max_vel
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return
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# 只有在“同方向”或“静止”时,才允许继续加速
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if current_vel == 0 or sign(current_vel) == input_dir:
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characterbody.velocity.x += input_dir * jump_countinus_horizontal_Boost * delta
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##重写重力乘量函数
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func _get_gravity_scale() -> float:
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var c = absf(characterbody.velocity.y) <= light_gravity_threshold && _is_jumping
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return light_gravity_mult if c else default_gravity_scale
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##重写最大下落速度
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func _get_max_fall_speed() -> float:
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var wall_normal_x = characterbody.get_wall_normal().x
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if -1 * sign(_movement_input) == wall_normal_x and characterbody.is_on_wall():
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return wall_slide_fall_maxium_speed
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else:
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return fall_maxium_speed
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##设定jump的力度
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func _get_jump_force() -> float:
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var result: float = jump_force
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if _is_wall_jumping and wall_jump_base_force_y > 0:
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result = wall_jump_base_force_y
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return -1.0 * result
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