godot-plateformer/_player/states/grapping.gd

61 lines
1.4 KiB
GDScript

extends LimboState
@export_category("Hook Pull Release")
@export var release_distance: float = 12.0
@export var release_dot_threshold: float = 0.0
@export var min_pull_time: float = 0.08
var _pull_time := 0.0
var _anchor
func _enter() -> void:
_pull_time = 0.0
_anchor = agent.spawn_hook_comp.get_current_hook_anchor()
if _anchor and is_instance_valid(_anchor):
agent.locomotion_comp._custom_move_to(_anchor)
func _update(delta: float) -> void:
_pull_time += delta
if _pull_time < min_pull_time:
return
if not _anchor or not is_instance_valid(_anchor):
_force_release()
return
var character : CharacterBody2D = agent
var pos: Vector2 = character.global_position
var target_pos: Vector2 = _anchor.global_position
var to_target := target_pos - pos
var distance := to_target.length()
if distance <= release_distance:
_force_release()
return
if distance > 0.001:
var dir := to_target / distance
if character.velocity.dot(dir) <= release_dot_threshold:
_force_release()
return
func _exit() -> void:
agent.locomotion_comp.stop_custom_move(false)
_anchor = null
func _force_release() -> void:
agent.locomotion_comp.stop_custom_move(false)
if agent.spawn_hook_comp.has_method("release_hook"):
agent.spawn_hook_comp.release_hook()
##解除hook
if agent.is_on_floor():
self.dispatch(&"exit_on_ground")
else:
self.dispatch(&"exit_on_air")
return