41 lines
1.4 KiB
GDScript
41 lines
1.4 KiB
GDScript
extends LimboHSM
|
||
|
||
@onready var root: Normal = %Normal
|
||
|
||
func _setup() -> void:
|
||
self.add_event_handler(&"trigger_jump",_handler_trigger_jump)
|
||
self.add_event_handler(root.climb_state.EVENT_FINISHED,_handler_climb_state_finished)
|
||
self.add_event_handler(root.climb_jump_state.EVENT_FINISHED,_handler_climb_state_finished)
|
||
|
||
self.add_transition(root.climb_state,root.climb_jump_state,&"want_to_climb_jump")
|
||
|
||
func _enter() -> void:
|
||
if agent.is_on_wall():##如果已经在Wall上,则什么都不做
|
||
return
|
||
|
||
##这里是给予玩家一个补偿的上墙力,因为我们存在一个小区间运行玩家可以不贴着墙壁,所以我们给予一个很大的力让玩家的位置修正到墙壁
|
||
var compensaton_velocity = Player.get_direction_vector(agent.direction) * 1000
|
||
agent.velocity = compensaton_velocity
|
||
agent.move_and_slide()
|
||
|
||
func _handler_climb_state_finished() -> bool:
|
||
if agent.is_on_floor():
|
||
self.dispatch(&"exit_on_ground")
|
||
else:
|
||
self.dispatch(&"exit_on_air")
|
||
|
||
return true
|
||
|
||
func _handler_trigger_jump() -> bool:
|
||
if self.get_active_state() == root.climb_state:
|
||
var input_x: float = agent.m_input_intent_direction.x
|
||
var wall_dir: float = agent.get_wall_normal().x
|
||
if sign(input_x) * sign(wall_dir) > 0:
|
||
root._trigger_climb_cd(.12)
|
||
self.get_root().blackboard.set_var(&"want_to_jump",true)
|
||
_handler_climb_state_finished()
|
||
return true
|
||
|
||
self.dispatch(&"want_to_climb_jump")
|
||
return true
|