56 lines
1.7 KiB
GDScript
56 lines
1.7 KiB
GDScript
extends LimboHSM
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@onready var root: Normal = %Normal
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func _setup() -> void:
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self.add_event_handler(&"trigger_jump",_handler_trigger_jump)
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self.add_event_handler(root.climb_state.EVENT_FINISHED,_handler_climb_state_finished)
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self.add_event_handler(root.climb_jump_state.EVENT_FINISHED,_handler_climb_state_finished)
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self.add_transition(root.climb_state,root.climb_jump_state,&"want_to_climb_jump")
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func _enter() -> void:
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if agent.is_on_wall():##如果已经在Wall上,则什么都不做
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return
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snap_to_wall()
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func snap_to_wall(max_snap_dist := 6.0) -> bool:
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var wall_dir : float = sign(agent.wall_detector.wall_direction.x)
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var from : Vector2 = agent.global_position
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var to : Vector2 = from + Vector2(wall_dir * max_snap_dist, 0)
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var query := PhysicsRayQueryParameters2D.create(from, to)
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query.exclude = [agent]
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query.collision_mask = agent.collision_mask
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var result = agent.get_world_2d().direct_space_state.intersect_ray(query)
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if result:
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var target_x = result.position.x - wall_dir * agent.wall_snap_offset
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agent.global_position.x = target_x
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return true
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return false
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func _handler_climb_state_finished() -> bool:
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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 true
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func _handler_trigger_jump() -> bool:
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if self.get_active_state() == root.climb_state:
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var input_x: float = agent.m_input_intent_direction.x
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var wall_dir: float = agent.get_wall_normal().x
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if sign(input_x) * sign(wall_dir) > 0:
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root._trigger_climb_cd(.12)
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self.get_root().blackboard.set_var(&"want_to_jump",true)
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_handler_climb_state_finished()
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return true
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self.dispatch(&"want_to_climb_jump")
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return true
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