40 lines
1.2 KiB
GDScript
40 lines
1.2 KiB
GDScript
extends LimboState
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@export var wall_jump_force_time: float = .24
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var wall_jump_force_timer: float
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func _setup() -> void:
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self.add_event_handler(&"completed_jump",_handler_completed_jump)
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func _enter() -> void:
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agent.locomotion_comp.wall_jump()
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wall_jump_force_timer = wall_jump_force_time
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get_root().blackboard.set_var(&"lock_direction_changed",true)
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func _exit() -> void:
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#这里强制重置一下
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agent.locomotion_comp.stop_jump()
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get_root().blackboard.set_var(&"lock_direction_changed",false)
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func _update(delta: float) -> void:
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if agent.velocity.y >= 0:
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get_root().dispatch(self.EVENT_FINISHED)
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var move_dir : float
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move_dir = Input.get_axis(&"move_left",&"move_right")
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#这里执行一个额外的忽略输入的逻辑,在墙跳的开始阶段,玩家如果存在移动输入,则会被强制归为沿墙壁法向的输入
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if wall_jump_force_timer > 0:
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wall_jump_force_timer -= delta
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#这里的行为是,如果当前存在输入,则不管是什么方向的,都归为法向,否则就是0
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move_dir = agent.get_wall_normal().x if Input.get_axis(&"move_left",&"move_right") != 0 else 0
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agent.locomotion_comp.add_movement_input(move_dir)
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func _handler_completed_jump() -> bool:
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agent.locomotion_comp.stop_jump()
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return true
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