重构拖动物品功能
This commit is contained in:
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@tool
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class_name CarryArms
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extends Node
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## 抱东西时把两条胳膊伸出去抱住物品,走路时人和东西一起晃。
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##
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## 模型里没有「抱」这个动作片段,所以这里在动画**之后**叠加一段手臂姿态:
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## 只动 arm_l_* / arm_r_* 这几根骨骼,其余骨骼照旧交给 AnimationPlayer。
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## process_priority 设得比播放器大,保证在它写完骨骼之后才覆盖 —— 否则会被动画冲掉。
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##
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## 晃动同时作用在两条胳膊和「抱持点」上:物品每帧跟住抱持点,于是东西和人一起晃,
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## 不会出现「胳膊在晃、东西钉在手上」的穿帮。
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##
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## 控制器只负责说「抱没抱、走多快」,具体摆成什么样全由这里的参数决定。
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##
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## 标了 @tool 是为了能在编辑器里跑测试(非 @tool 脚本在编辑器里是 placeholder,方法调不动)。
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@export_group("接线")
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## 骨架。本节点挂在 Body 下,所以要先 .. 回到 Body
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@export var skeleton_path: NodePath = ^"../mouse/MouseRig/Skeleton3D"
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## 抱持点(Marker3D)。物品就摆在它上面:Body/CarryArms → ../../CameraRig/CarrySocket
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@export var socket_path: NodePath = ^"../../CameraRig/CarrySocket"
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@export_group("抱持姿势")
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## 大臂前摆(度):把手伸到身前
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@export var shoulder_swing_deg: float = 40.0
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## 大臂内收(度):两只手往中间合,抱住东西
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@export var shoulder_tuck_deg: float = 50.0
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## 大臂侧收(度):绕身体前后轴转,把胳膊从上往下收到身前
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@export var shoulder_roll_deg: float = 0.0
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## 小臂弯曲(度)
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@export var elbow_deg: float = 15.0
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## 胳膊沿自身方向拉长的倍数(>1 就是「延伸」)
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@export var stretch: float = 1.25
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@export_group("走路晃动")
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## 胳膊晃动幅度(度)
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@export var wobble_deg: float = 8.0
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## 抱持点晃动幅度(米)。物品跟着它晃,所以别太大
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@export var wobble_socket: float = 0.035
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## 每秒晃几下
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@export var wobble_hz: float = 1.7
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## 姿态过渡速度(越大越跟手)
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@export var blend_speed: float = 8.0
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var _skeleton: Skeleton3D
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var _socket: Node3D
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var _socket_rest := Transform3D.IDENTITY
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## 手臂骨骼索引,按 [左大臂, 左小臂, 左手, 右大臂, 右小臂, 右手] 的顺序
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var _bones: Array[int] = []
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var _carrying := false
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## 姿态权重 0~1:抱起来时涨到 1,放下时退回 0(退回 0 之后就完全交给动画)
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var _weight := 0.0
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var _phase := 0.0
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## 当前速度 / 常规走速,用来决定晃多厉害
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var _speed_ratio := 0.0
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func _ready() -> void:
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# 跑在 AnimationPlayer 之后,否则我们摆的骨骼会被动画覆盖
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process_priority = 100
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_skeleton = get_node_or_null(skeleton_path) as Skeleton3D
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if _skeleton == null:
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push_warning("%s 找不到骨架(%s),胳膊不会动" % [get_path(), skeleton_path])
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_socket = get_node_or_null(socket_path) as Node3D
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if _socket != null:
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_socket_rest = _socket.transform
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for bone_name in ["arm_l_01", "arm_l_02", "arm_l_03", "arm_r_01", "arm_r_02", "arm_r_03"]:
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if _skeleton == null:
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break
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var index := _skeleton.find_bone(bone_name)
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if index < 0:
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push_warning("%s 里没有骨骼 %s,胳膊姿势会不完整" % [_skeleton.get_path(), bone_name])
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_bones.append(index)
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## 控制器每帧告诉它「抱没抱、走多快」。speed_ratio 用「当前水平速度 / 常规走速」。
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func set_carrying(carrying: bool, speed_ratio: float) -> void:
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_carrying = carrying
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_speed_ratio = speed_ratio
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func _process(delta: float) -> void:
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var target := 1.0 if _carrying else 0.0
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_weight = move_toward(_weight, target, blend_speed * delta)
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if _weight <= 0.0:
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# 没抱东西:不碰骨骼也不碰抱持点,全部交回给动画
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return
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# 走得越快晃得越猛;站着不动时 phase 不推进,姿态是静的
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var wobble_scale := clampf(_speed_ratio, 0.0, 1.5)
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_phase += delta * TAU * wobble_hz * wobble_scale
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var wobble := sin(_phase) * wobble_deg * wobble_scale * _weight
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if _socket != null:
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# 抱持点跟着晃,物品每帧跟住它 —— 东西和胳膊就同步了
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var bob := sin(_phase) * wobble_socket * wobble_scale * _weight
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_socket.transform = _socket_rest.translated_local(Vector3(0.0, bob, 0.0))
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if _skeleton == null or _bones.size() < 6:
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return
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# 左右两组,同相位(抱着重物是两只手一起上下),内收方向相反
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for side in 2:
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var shoulder := _bones[side * 3]
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var elbow := _bones[side * 3 + 1]
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var wrist := _bones[side * 3 + 2]
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if shoulder < 0:
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continue
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var mirror := -1.0 if side == 0 else 1.0
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# 参数是**世界方向**:X 负向 = 往前摆,Y = 左右收,Z = 侧收(左右手相反)
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_apply_bone(shoulder, Vector3(
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-(shoulder_swing_deg + wobble),
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shoulder_tuck_deg * mirror,
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shoulder_roll_deg * mirror,
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))
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# 胳膊沿自身拉长 —— 这就是「可延伸」
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_skeleton.set_bone_pose_scale(shoulder, Vector3(1.0, lerpf(1.0, stretch, _weight), 1.0))
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if elbow >= 0:
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_apply_bone(elbow, Vector3(-elbow_deg, 0.0, 0.0))
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if wrist >= 0:
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_apply_bone(wrist, Vector3(-elbow_deg * 0.4, 0.0, 0.0))
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## 在动画写好的姿态上再叠一个旋转。
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##
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## 传进来的角度按**世界方向**理解(往前摆 = 绕 X 轴负向),内部用骨骼自身的静止姿态
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## 把它换算到骨骼本地空间 —— 否则得先猜出每根骨骼本地轴朝哪,换个模型就全错。
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## 叠在动画姿态上是乘法,所以走路原本的摆臂不会被抹掉。
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func _apply_bone(index: int, offset_deg: Vector3) -> void:
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var rest_basis := _skeleton.get_bone_rest(index).basis
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var world := Basis.from_euler(offset_deg * PI / 180.0)
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var local := rest_basis.inverse() * world * rest_basis
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var posed := _skeleton.get_bone_pose_rotation(index)
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_skeleton.set_bone_pose_rotation(index, posed * local.get_rotation_quaternion())
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@@ -1 +0,0 @@
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uid://cca1hl0g2bku
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+47
-397
@@ -1,51 +1,12 @@
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extends CharacterBody3D
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## 第一人称控制器:只管「怎么动」—— 输入、移动物理、视角、血条、联机分叉。
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## 表现层(动画)在 Body/AnimationPlayer 上(挂 player_animator.gd),本文件不认识任何片段名。
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##
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## 场景结构:
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## Player (CharacterBody3D) ← 只负责移动与碰撞,自身不旋转
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## ├─ Collision (CollisionShape3D, CapsuleShape3D)
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## ├─ CameraRig (Node3D) ← 眼睛,架在 eye_height 高,承担偏航 yaw
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## │ ├─ Camera (Camera3D) ← 承担俯仰 pitch(第一人称,没有弹簧臂)
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## │ └─ CarrySocket (Marker3D) ← 抱持点:抱起来的物品就摆在这上面
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## ├─ Body (Node3D) ← 视觉层,始终朝视线方向;换角色模型时挂在它下面
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## │ ├─ mouse (Node3D) ← 模型(mouse.glb):MouseRig/Skeleton3D + 各部位 MeshInstance3D
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## │ ├─ AnimationPlayer ← 动作库 + 表现层(挂 player_animator.gd):只读运动、只写动画
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## │ └─ CarryArms (Node) ← 抱东西时的胳膊姿势 + 走路晃动(挂 carry_arms.gd)
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## ├─ Sync (MultiplayerSynchronizer) ← 同步 position、Body.rotation、health、动画状态
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## ├─ HealthLabel (Label3D) ← 头顶血条(节点配置,不是代码建的)
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## └─ InteractHint (Label3D) ← 交互提示,同样在场景里配好
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##
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## 滑索:走到缆下按 E 挂上,沿缆滑向低端,缆上按 S 刹车、空格跳离。
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## 手感参数(速度/刹车/吸附半径)全在 Zipline 组件上,本文件只读不定义 —— 见文件末尾。
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##
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## 抱起:左键抱起最近的可抱物品,长按 Q 蓄力、松手扔出去。
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## 谁能被抱由物品自己决定(挂 Carryable 脚本、进 carryable 组),手感参数同样在物品上;
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## 本文件只管「找到它、摆到抱持点、扔出去」这三件事。
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##
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## 操作:WASD/方向键移动,鼠标转视角,Shift 疾跑,Ctrl 蹲下(蹲着走即潜行),空格跳跃,
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## E 滑索,左键抱起,长按 Q 扔出,Esc 释放/锁定鼠标
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## 跳跃输入缓冲帧数(输入事件在渲染帧到达,物理帧读取,避免漏跳)
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const JUMP_BUFFER_FRAMES: int = 6
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@export_group("属性")
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## 血量
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@export var health: int = 100:
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set(value):
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health = clampi(value, 0, 100)
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_refresh_health_label()
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## 跳跃输入缓冲(秒):按下跳跃后这段时间内若落地,自动补上一次起跳
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const JUMP_BUFFER_TIME: float = 0.1
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@export_group("视角")
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## 眼睛高度(米)。相机就架在这个高度上 —— 按碰撞胶囊定,跟模型高矮无关。
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@export var eye_height: float = 1.6
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## 第一人称下藏掉自己的身体。**两条胳膊会留下来** —— 抱东西时得看得见自己的手。
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## 想连胳膊也看不见就把这个关掉(那样相机要么在模型里、要么贴着头顶,画面会糊一片)。
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## 只影响本机这一份 —— 远端玩家的模型照常显示。
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@export var hide_own_body: bool = true
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## 鼠标灵敏度(弧度/像素)
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@export var mouse_sensitivity: float = 0.0025
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## 最低俯角(向下看)。第一人称得能抬头低头,所以放到接近 ±90°
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## 最低俯角(向下看)
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@export var pitch_min_deg: float = -89.0
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## 最高仰角(向上看)
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@export var pitch_max_deg: float = 89.0
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@@ -62,108 +23,40 @@ const JUMP_BUFFER_FRAMES: int = 6
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## 起跳初速度(米/秒)
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@export var jump_velocity: float = 5.0
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@export_group("抱起")
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## 多远内的物品能抱起来(米)
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@export var pickup_radius: float = 3.0
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## 抱着东西时的移动速度倍率
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@export var carry_speed_scale: float = 0.6
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## 抱着东西时禁止疾跑
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@export var carry_blocks_sprint: bool = true
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## 长按 Q 蓄满力要多久(秒)
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@export var throw_charge_time: float = 0.8
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## 扔出去时额外叠上玩家自身的速度(跑着扔会飞更远)
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@export var throw_inherits_velocity: bool = true
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## 等服务器确认抱起的宽限时间(秒)。联机下被别人先抢走时,超时就自动松手
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@export var pickup_confirm_time: float = 0.6
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@onready var body: Node3D = $Body
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## 眼睛分两层转:CameraRig 绕竖直轴转(yaw),Camera 原地抬头低头(pitch)。
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## 分开是为了让 pitch 不掺进移动方向 —— 移动只用 rig 的 basis,低头看地也不会走歪。
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@onready var camera_rig: Node3D = $CameraRig
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@onready var camera: Camera3D = $CameraRig/Camera
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## 头顶血条是 player.tscn 里的 Label3D 节点(3D 世界里的文字,会跟着角色走)
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@onready var _health_label: Label3D = $HealthLabel
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## 滑索操作提示,同样在 player.tscn 里配好,默认隐藏
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@onready var _hint: Label3D = $InteractHint
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## 抱东西时的胳膊表现层(挂 carry_arms.gd):只收「抱没抱、走多快」。
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## 抱持点(CameraRig/CarrySocket)不在这里引用 —— 物品自己按名字找持有者的抱持点,
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## 这样每端算出来的位置都一样,联机不用同步物品位置。
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@onready var _carry_arms: CarryArms = $Body/CarryArms
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## 动画状态机(挂在 Body/AnimationPlayer 上)。只把「运动结果」交给它,也只知道它会自己播动画。
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## 动画状态机。控制器只把「运动结果」交给它,它也只管自己播动画。
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@onready var animator: PlayerAnimator = $Body/AnimationPlayer
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@onready var interaction_pos: Marker3D = $CameraRig/Camera/InteractionPos
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@onready var interaction_ray: RayCast3D = $CameraRig/Camera/InteractionRay
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var _gravity: float = float(ProjectSettings.get_setting("physics/3d/default_gravity", 9.8))
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var _yaw: float = 0.0
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var _pitch: float = 0.0
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var _jump_buffer: int = 0
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## 本节点是否由本机玩家操控。由世界节点在生成时设置 authority 决定,见 world/main.gd。
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var _is_local: bool = true
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## 当前挂着的滑索。非 null 时 _physics_process 走缆上分支,常规移动/重力/贴地全部让位。
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## 只在本机权威端写;远端玩家的位置由 Sync 复制过来,跟着缆一起动。
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var _zipline: Zipline = null
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## 沿缆的进度参数 t∈[0,1]。缆的几何由 Zipline 负责,这里只记「我走到哪了」。
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var _zip_t: float = 0.0
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## 滑动方向:+1 往 AnchorB、-1 往 AnchorA。永远是往低的那一端
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var _zip_dir: int = 1
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## 沿缆速度(米/秒)
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var _zip_speed: float = 0.0
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## 挂上瞬间「人相对缆」的偏移,随后衰减到 0 —— 吸附是滑过去的,不是瞬移
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var _zip_grab_offset: Vector3 = Vector3.ZERO
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## 手上抱着的物品。位置由物品自己跟住抱持点(见 Carryable),玩家不插手 ——
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## 这样每端算出来的位置都一样,联机不用同步物品位置。
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var _carried: Carryable = null
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## 长按 Q 的蓄力进度 0~1
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var _throw_charge: float = 0.0
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var _throw_charging: bool = false
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## 等服务器确认抱起的剩余时间。服务器没给(被别人先抢了)就自己松手
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var _pickup_wait: float = 0.0
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var _jump_buffer: float = 0.0
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# 拾取
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var _pickObj = null
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var _pickPower = 10
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func _ready() -> void:
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_report_identity()
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# 动画准备不在这里 —— PlayerAnimator 有自己的 _ready(),而子节点先于本节点 ready
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_is_local = is_multiplayer_authority()
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if not _is_local:
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# 远端玩家只是一具「回放身体」:
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# 拆掉相机 —— 否则每多一个玩家就多一台 Camera3D 互相抢渲染;
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# 关掉输入与物理 —— 否则与权威端双重模拟,表现为抖动、漂移、穿地。
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# 它的 position 与 Body.rotation 由子节点 Sync 同步过来;
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# 头顶血条保留 —— health 同样是同步过来的,这样谁都能看到别人还剩多少血。
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# 远端玩家只是一具「回放身体」:
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# 拆掉相机 —— 否则每多一个玩家就多一台 Camera3D 抢渲染;
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# 关掉输入与物理 —— 否则与权威端双重模拟,表现为抖动、漂移、穿地。
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# 它的 position 与 Body.rotation 由 Sync 子节点同步;血条由 health 同步。
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if not is_multiplayer_authority():
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camera_rig.queue_free()
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set_physics_process(false)
|
||||
set_process_unhandled_input(false)
|
||||
return
|
||||
camera_rig.position.y = eye_height
|
||||
if hide_own_body:
|
||||
_hide_body_keep_arms()
|
||||
|
||||
_yaw = camera_rig.rotation.y
|
||||
_pitch = clampf(camera.rotation.x, deg_to_rad(pitch_min_deg), deg_to_rad(pitch_max_deg))
|
||||
_apply_look()
|
||||
set_mouse_captured(true)
|
||||
# 同步可能在 _ready() 之前就把 health 写进来了,那时血条还没刷新,这里补一次
|
||||
_refresh_health_label()
|
||||
|
||||
|
||||
## 第一人称:藏掉身体,但**把两条胳膊留下** —— 抱东西时得看得见自己的手。
|
||||
## 模型各部位是独立 mesh,按名字挑出来即可;名字对不上(换模型了)就退化成整个藏掉。
|
||||
func _hide_body_keep_arms() -> void:
|
||||
var stack: Array[Node] = [body]
|
||||
var kept := 0
|
||||
while not stack.is_empty():
|
||||
var node: Node = stack.pop_back()
|
||||
for child in node.get_children():
|
||||
stack.append(child)
|
||||
var mesh := child as MeshInstance3D
|
||||
if mesh == null:
|
||||
continue
|
||||
var is_arm := str(mesh.name).begins_with("arm_")
|
||||
mesh.visible = is_arm
|
||||
kept += 1 if is_arm else 0
|
||||
if kept == 0:
|
||||
body.visible = false
|
||||
|
||||
|
||||
func _unhandled_input(event: InputEvent) -> void:
|
||||
@@ -176,40 +69,23 @@ func _unhandled_input(event: InputEvent) -> void:
|
||||
)
|
||||
_apply_look()
|
||||
elif event.is_action_pressed("jump"):
|
||||
# 缆上按跳 = 主动脱手,额外给一个向上的小跳,方便够到旁边的平台
|
||||
if _zipline != null:
|
||||
_detach_zipline(true)
|
||||
else:
|
||||
_jump_buffer = JUMP_BUFFER_FRAMES
|
||||
elif event.is_action_pressed("interact"):
|
||||
if _zipline != null:
|
||||
_detach_zipline()
|
||||
else:
|
||||
_attach_zipline()
|
||||
elif event.is_action_pressed("carry") and Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
|
||||
# 鼠标没锁定时左键是用来重新锁定视角的,那种情况留给下面那个分支
|
||||
_pick_up()
|
||||
elif event.is_action_pressed("throw_carry"):
|
||||
# 按住开始蓄力,松手才真正出手(见 _release_throw)
|
||||
_throw_charging = _carried != null
|
||||
_throw_charge = 0.0
|
||||
elif event.is_action_released("throw_carry"):
|
||||
_release_throw()
|
||||
_jump_buffer = JUMP_BUFFER_TIME
|
||||
elif event.is_action_pressed("ui_cancel"):
|
||||
set_mouse_captured(Input.mouse_mode != Input.MOUSE_MODE_CAPTURED)
|
||||
elif event is InputEventMouseButton and event.pressed and Input.mouse_mode != Input.MOUSE_MODE_CAPTURED:
|
||||
set_mouse_captured(true)
|
||||
elif event is InputEventKey and event.pressed and not event.echo and event.keycode == KEY_H:
|
||||
# 只有权威端能改被同步的属性,别人改的会被覆盖回去
|
||||
if is_multiplayer_authority():
|
||||
health -= 10
|
||||
|
||||
|
||||
if event is InputEventMouseButton and event.is_action_pressed("carry"):
|
||||
if _pickObj == null:
|
||||
_pickObject()
|
||||
else:
|
||||
_removePickObject()
|
||||
|
||||
func set_mouse_captured(captured: bool) -> void:
|
||||
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED if captured else Input.MOUSE_MODE_VISIBLE
|
||||
|
||||
|
||||
## 把 _yaw / _pitch 落到节点上。鼠标一动就调一次(渲染帧),所以视角是跟手的、不等物理帧。
|
||||
## 把 _yaw / _pitch 落到节点上。鼠标一动就调一次(渲染帧),所以视角跟手、不等物理帧。
|
||||
## 身体跟着一起转 —— 第一人称里「你看哪,身体就朝哪」,别人看你也是这个朝向。
|
||||
func _apply_look() -> void:
|
||||
camera_rig.rotation.y = _yaw
|
||||
@@ -218,50 +94,6 @@ func _apply_look() -> void:
|
||||
|
||||
|
||||
func _physics_process(delta: float) -> void:
|
||||
if not _is_local:
|
||||
return
|
||||
|
||||
# 交互提示:**同一处判定**既决定「显示什么」又决定「按键干什么」,
|
||||
# 免得出现「提示亮了但按 E 挂不上」这种对不上的情况。
|
||||
# 优先级:手上有东西 > 可抱物 > 缆上 > 可挂的缆。
|
||||
var nearby_carry := _find_carryable()
|
||||
var nearby_zip := _find_zipline()
|
||||
if _carried != null:
|
||||
_hint.visible = true
|
||||
_hint.text = "长按 Q 扔出 %d%%" % int(_throw_charge * 100.0)
|
||||
elif nearby_carry != null:
|
||||
_hint.visible = true
|
||||
_hint.text = "左键 抱起"
|
||||
elif _zipline != null:
|
||||
_hint.visible = true
|
||||
_hint.text = "空格 跳离 · E 松手"
|
||||
elif nearby_zip != null:
|
||||
_hint.visible = true
|
||||
_hint.text = "按 E 挂上滑索"
|
||||
else:
|
||||
_hint.visible = false
|
||||
|
||||
# 抱着东西:推进 Q 的蓄力。物品位置不归玩家管 —— 它自己跟住抱持点(见 Carryable),
|
||||
# 每端都这么算,所以联机不用同步物品位置。
|
||||
if _carried != null:
|
||||
if _carried.carrier_peer != multiplayer.get_unique_id():
|
||||
# 服务器还没确认,或者被别人先抢走了:给一小段时间,超时就松手
|
||||
_pickup_wait -= delta
|
||||
if _pickup_wait <= 0.0:
|
||||
_carried = null
|
||||
elif _throw_charging:
|
||||
_throw_charge = minf(1.0, _throw_charge + delta / maxf(throw_charge_time, 0.01))
|
||||
# 胳膊表现层只收「抱没抱、走多快」,摆成什么样是它自己的事
|
||||
_carry_arms.set_carrying(
|
||||
_carried != null,
|
||||
Vector2(velocity.x, velocity.z).length() / maxf(walk_speed, 0.01),
|
||||
)
|
||||
|
||||
# 挂在缆上时,下面的常规重力/输入/贴地全部让位给缆上运动
|
||||
if _zipline != null:
|
||||
_ride_zipline(delta)
|
||||
return
|
||||
|
||||
# --- 重力 ---
|
||||
if is_on_floor():
|
||||
if velocity.y < 0.0:
|
||||
@@ -270,37 +102,28 @@ func _physics_process(delta: float) -> void:
|
||||
velocity.y -= _gravity * delta
|
||||
|
||||
# --- 跳跃(读取输入缓冲)---
|
||||
if _jump_buffer > 0:
|
||||
_jump_buffer -= 1
|
||||
if _jump_buffer > 0.0:
|
||||
_jump_buffer -= delta
|
||||
if is_on_floor():
|
||||
velocity.y = jump_velocity
|
||||
_jump_buffer = 0
|
||||
_jump_buffer = 0.0
|
||||
|
||||
# --- 相对视线方向的水平输入 ---
|
||||
# 只用 rig 的 basis(只有 yaw),低头看地时前进方向不会跟着往下扎。
|
||||
var input_dir := Input.get_vector("move_left", "move_right", "move_back", "move_forward")
|
||||
var look_basis := camera_rig.global_transform.basis
|
||||
var wish := look_basis.x * input_dir.x + (-look_basis.z) * input_dir.y
|
||||
var wish := look_basis.x * input_dir.x - look_basis.z * input_dir.y
|
||||
wish.y = 0.0
|
||||
|
||||
var wants_move := wish.length() > 0.001
|
||||
if wants_move:
|
||||
if wish.length_squared() > 0.000001:
|
||||
wish = wish.normalized()
|
||||
# 身体朝向由 _apply_look() 跟着视线走 —— 第一人称不再朝移动方向转身
|
||||
|
||||
var sprinting := Input.is_action_pressed("sprint")
|
||||
# 抱着东西跑不快:禁疾跑 + 整体降速,参数在 @export 里
|
||||
if _carried != null and carry_blocks_sprint:
|
||||
sprinting = false
|
||||
var speed := sprint_speed if sprinting else walk_speed
|
||||
if _carried != null:
|
||||
speed *= carry_speed_scale
|
||||
if not wants_move:
|
||||
speed = 0.0
|
||||
# 只有真正按了方向键才允许疾跑(避免原地"疾跑"触发跑动动画)
|
||||
var sprinting := Input.is_action_pressed("sprint") and input_dir.length_squared() > 0.000001
|
||||
var target_speed := sprint_speed if sprinting else walk_speed
|
||||
var accel := acceleration if is_on_floor() else air_acceleration
|
||||
|
||||
var horizontal := Vector2(velocity.x, velocity.z)
|
||||
horizontal = horizontal.move_toward(Vector2(wish.x, wish.z) * speed, accel * delta)
|
||||
horizontal = horizontal.move_toward(Vector2(wish.x, wish.z) * target_speed, accel * delta)
|
||||
velocity.x = horizontal.x
|
||||
velocity.z = horizontal.y
|
||||
|
||||
@@ -313,193 +136,20 @@ func _physics_process(delta: float) -> void:
|
||||
sprinting,
|
||||
Input.is_action_pressed("crouch"),
|
||||
)
|
||||
|
||||
# 物体拖动
|
||||
if _pickObj != null:
|
||||
var pickObjPos = _pickObj.global_position
|
||||
var pickPlacePos = interaction_pos.global_position
|
||||
_pickObj.set_linear_velocity((pickPlacePos - pickObjPos) * _pickPower)
|
||||
|
||||
|
||||
# ---------------- 抱起 ----------------
|
||||
# 三件事:找物品(_find_carryable)、抱起来(_pick_up)、扔出去(_release_throw)。
|
||||
# 谁能被抱、抱持偏移、投掷速度全在 Carryable 组件上,这里只读不定义 —— 和滑索一个套路。
|
||||
func _pickObject() -> void:
|
||||
var pickCollider = interaction_ray.get_collider()
|
||||
print(pickCollider)
|
||||
if pickCollider != null and pickCollider is RigidBody3D:
|
||||
print(pickCollider)
|
||||
_pickObj = pickCollider
|
||||
|
||||
## 找最近能抱的物品。够不着、或者已经被人抱着的都不算。
|
||||
## 提示文案和左键共用这一套判定,避免「提示亮着却抱不起来」。
|
||||
func _find_carryable() -> Carryable:
|
||||
var best: Carryable = null
|
||||
var best_distance := pickup_radius
|
||||
for node in get_tree().get_nodes_in_group(Carryable.GROUP):
|
||||
var item := node as Carryable
|
||||
if item == null or not item.can_be_carried():
|
||||
continue
|
||||
var distance := global_position.distance_to(item.global_position)
|
||||
if distance > best_distance:
|
||||
continue
|
||||
best_distance = distance
|
||||
best = item
|
||||
return best
|
||||
|
||||
|
||||
## 抱起最近的可抱物品。手上已经有东西、或者正挂在缆上都不抱。
|
||||
## 实际「谁抱到了」由服务器仲裁(先到先得),这里只是发起请求并乐观地先认领,
|
||||
## 服务器不给就在 _physics_process 里超时松手。
|
||||
func _pick_up() -> void:
|
||||
if _carried != null or _zipline != null:
|
||||
return
|
||||
var item := _find_carryable()
|
||||
if item == null:
|
||||
return
|
||||
_carried = item
|
||||
_pickup_wait = pickup_confirm_time
|
||||
if multiplayer.is_server():
|
||||
item.request_pickup(multiplayer.get_unique_id())
|
||||
else:
|
||||
item.request_pickup.rpc_id(1, multiplayer.get_unique_id())
|
||||
|
||||
|
||||
## 松手扔出:方向就是视线方向,速度按蓄力插值(轻点也能扔出去,只是近)。
|
||||
## 跑着扔会把自己当前的速度也叠上,所以助跑能扔更远。
|
||||
func _release_throw() -> void:
|
||||
var item := _carried
|
||||
_carried = null
|
||||
_throw_charging = false
|
||||
if item == null:
|
||||
_throw_charge = 0.0
|
||||
return
|
||||
var launch := -camera.global_transform.basis.z * item.throw_speed(_throw_charge)
|
||||
if throw_inherits_velocity:
|
||||
launch += velocity
|
||||
_throw_charge = 0.0
|
||||
# 出手速度交给服务器:它收回模拟权,让物品带着这个速度接着飞
|
||||
if multiplayer.is_server():
|
||||
item.request_release(launch)
|
||||
else:
|
||||
item.request_release.rpc_id(1, launch)
|
||||
|
||||
|
||||
# ---------------- 滑索 ----------------
|
||||
# 拆成三件事:找缆(_find_zipline)、挂上(_attach_zipline)、缆上运动(_ride_zipline)。
|
||||
# 缆的几何与手感参数都在 Zipline 组件里,这里只管「人」的状态,参数只读不定义。
|
||||
|
||||
## 找脚下能挂的缆,找不到返回 null。挂索与「按 E」提示共用同一套判定。
|
||||
func _find_zipline() -> Zipline:
|
||||
var best: Zipline = null
|
||||
var best_distance := INF
|
||||
for node in get_tree().get_nodes_in_group(Zipline.GROUP):
|
||||
var zip := node as Zipline
|
||||
if zip == null or zip.length <= 0.0:
|
||||
continue
|
||||
var info := zip.closest_point(global_position)
|
||||
# 两种情况都不挂:够不着,或者挂上就没几米可滑(后者会让人刚挂上就被弹下来)
|
||||
if info.distance > zip.attach_radius or info.remaining < zip.min_ride:
|
||||
continue
|
||||
if info.distance < best_distance:
|
||||
best_distance = info.distance
|
||||
best = zip
|
||||
return best
|
||||
|
||||
|
||||
## 挂上最近的一条缆,人就近吸附到缆上最近一点。抱着东西时不给挂(会腾不出手)。
|
||||
func _attach_zipline() -> void:
|
||||
if _carried != null:
|
||||
return
|
||||
var zip := _find_zipline()
|
||||
if zip == null:
|
||||
return
|
||||
var info := zip.closest_point(global_position)
|
||||
_zipline = zip
|
||||
_zip_t = info.t
|
||||
_zip_dir = info.dir
|
||||
# 带上入缆时的水平速度,冲上去挂索不会突然一顿
|
||||
_zip_speed = maxf(Vector2(velocity.x, velocity.z).length() * 0.5, 2.0)
|
||||
# 把当前偏移记下来交给 _ride_zipline 逐帧衰减,避免瞬移到缆上
|
||||
_zip_grab_offset = global_position - zip.ride_point(_zip_t)
|
||||
velocity = Vector3.ZERO
|
||||
|
||||
|
||||
## 脱离缆索。hop=true 时额外给一个向上的小跳(主动跳离用)。
|
||||
func _detach_zipline(hop: bool = false) -> void:
|
||||
if _zipline == null:
|
||||
return
|
||||
# 惯性带走:沿缆方向的速度原样保留,脱手后就是一次抛物线
|
||||
velocity = _zipline.tangent(_zip_t) * float(_zip_dir) * _zip_speed
|
||||
if hop:
|
||||
velocity += Vector3.UP * 3.0
|
||||
_zipline = null
|
||||
_zip_speed = 0.0
|
||||
|
||||
|
||||
## 缆上运动:沿曲线加速下滑,S 刹车,到头自动脱手。
|
||||
##
|
||||
## 位置直接写 global_position,不走 move_and_slide():悬空缆段上没有需要解算的碰撞,
|
||||
## 让物理引擎去推反而会和「贴着曲线走」这个硬约束打架。
|
||||
## velocity 仍然维护 —— 一是给动画器读,二是脱手后能带着惯性飞出去。
|
||||
func _ride_zipline(delta: float) -> void:
|
||||
var tan_dir := _zipline.tangent(_zip_t) * float(_zip_dir)
|
||||
# 重力沿缆方向的分量:缆越陡加速越猛,平缆上几乎不加速。
|
||||
# 下坡时 tan_dir.y 是负的,所以前面要加负号。
|
||||
_zip_speed += -_gravity * _zipline.gravity_scale * tan_dir.y * delta
|
||||
if Input.is_action_pressed("move_back"):
|
||||
_zip_speed -= _zipline.brake_accel * delta
|
||||
_zip_speed = clampf(_zip_speed, 0.0, _zipline.max_speed)
|
||||
|
||||
# t 是曲线参数而不是弧长,但 sag 相对缆长很小时两者差别可以忽略
|
||||
var next_t := _zip_t + float(_zip_dir) * _zip_speed / _zipline.length * delta
|
||||
if next_t <= 0.0 or next_t >= 1.0:
|
||||
# 到头了:先落到端点再脱手,免得停在离端点还差一截的地方
|
||||
_zip_t = clampf(next_t, 0.0, 1.0)
|
||||
global_position = _zipline.ride_point(_zip_t)
|
||||
_detach_zipline()
|
||||
return
|
||||
|
||||
_zip_t = next_t
|
||||
_zip_grab_offset = _zip_grab_offset.lerp(Vector3.ZERO, clampf(delta / 0.12, 0.0, 1.0))
|
||||
global_position = _zipline.ride_point(_zip_t) + _zip_grab_offset
|
||||
velocity = tan_dir * _zip_speed
|
||||
# 视线跟着摆到行进方向 —— 否则人是横着飞的,看不见前面要去哪。
|
||||
# 速率刻意放慢:玩家自己用鼠标看的视角不会被一下子拽回去。
|
||||
_yaw = lerp_angle(_yaw, atan2(-tan_dir.x, -tan_dir.z), clampf(3.0 * delta, 0.0, 1.0))
|
||||
_apply_look()
|
||||
# 缆上没有「落地」概念,交给动画器当下落姿态处理(模型里没有专门的滑索片段)
|
||||
animator.set_motion(velocity, false, false)
|
||||
|
||||
|
||||
func _refresh_health_label() -> void:
|
||||
# 血条节点在 player.tscn 里(Hud/HealthLabel)。
|
||||
# 同步可能在 _ready() 之前就把 health 写进来,那时 _health_label 还是 null,直接跳过。
|
||||
if _health_label == null:
|
||||
return
|
||||
_health_label.text = "HP %d / 100" % health
|
||||
|
||||
|
||||
## 关卡 0 的临时自检:把「我这一端」和「这个节点」分层打印出来。
|
||||
## 联机框架调通后可以整段删掉(连同 _ready() 里的那一行调用)。
|
||||
func _report_identity() -> void:
|
||||
var me: int = multiplayer.get_unique_id()
|
||||
var authority: int = get_multiplayer_authority()
|
||||
|
||||
# 传输层类型:以后换成 Steam 时这里会变成 SteamMultiplayerPeer
|
||||
var transport := "无"
|
||||
if multiplayer.multiplayer_peer != null:
|
||||
transport = multiplayer.multiplayer_peer.get_class()
|
||||
|
||||
# 同步配置:字段为空或未绑定是「远端玩家僵在原地」的头号原因,所以顺手打出来
|
||||
var sync := get_node_or_null("Sync") as MultiplayerSynchronizer
|
||||
var fields := "未绑定"
|
||||
if sync != null and sync.replication_config != null:
|
||||
fields = str(sync.replication_config.get_properties())
|
||||
|
||||
print("""┌─ [节点自检] %s
|
||||
│ 进程级 我是 peer %d | 服务器?%s | 传输 %s | 我知道的 peer:%s
|
||||
│ 节点级 全路径 %s
|
||||
│ 节点名 %s | 归属 peer %d | 归我管?%s
|
||||
│ 同步 Sync 字段 %s
|
||||
└─ 结论 %s""" % [
|
||||
name,
|
||||
me,
|
||||
multiplayer.is_server(),
|
||||
transport,
|
||||
multiplayer.get_peers(),
|
||||
get_path(),
|
||||
name,
|
||||
authority,
|
||||
is_multiplayer_authority(),
|
||||
fields,
|
||||
"这是【我操控】的角色" if is_multiplayer_authority() else "这是【别人】的角色,我只负责回放",
|
||||
])
|
||||
func _removePickObject() -> void:
|
||||
_pickObj = null
|
||||
|
||||
@@ -12,7 +12,6 @@
|
||||
[ext_resource type="AnimationLibrary" uid="uid://dy8a178vlbsof" path="res://character/player/assets/animations/sneak.glb" id="8_jo6ux"]
|
||||
[ext_resource type="AnimationLibrary" uid="uid://db83440o2cyr7" path="res://character/player/assets/animations/walk.glb" id="9_fkbv7"]
|
||||
[ext_resource type="Script" uid="uid://c6l2fl5jgvr1h" path="res://character/player/face/face_rig.gd" id="12_lqp71"]
|
||||
[ext_resource type="Script" uid="uid://cca1hl0g2bku" path="res://character/player/carry_arms.gd" id="13_carryarms"]
|
||||
|
||||
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_rkbax"]
|
||||
radius = 0.54541016
|
||||
@@ -32,8 +31,12 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.6, 0)
|
||||
[node name="Camera" type="Camera3D" parent="CameraRig" unique_id=52294557]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -0.6066488, -0.11179829)
|
||||
|
||||
[node name="CarrySocket" type="Marker3D" parent="CameraRig" unique_id=570180284]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -0.8, -1)
|
||||
[node name="InteractionRay" type="RayCast3D" parent="CameraRig/Camera" unique_id=388601766]
|
||||
transform = Transform3D(1, 0, 0, 0, -4.371139e-08, 1, 0, -1, -4.371139e-08, 0, 0, 0)
|
||||
target_position = Vector3(0, 0.45, 0)
|
||||
|
||||
[node name="InteractionPos" type="Marker3D" parent="CameraRig/Camera" unique_id=816323614]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -0.44393378)
|
||||
|
||||
[node name="Body" type="Node3D" parent="." unique_id=394283421]
|
||||
|
||||
@@ -51,30 +54,8 @@ libraries/sneak = ExtResource("8_jo6ux")
|
||||
libraries/walk = ExtResource("9_fkbv7")
|
||||
script = ExtResource("3_g20gq")
|
||||
|
||||
[node name="CarryArms" type="Node" parent="Body" unique_id=301629134]
|
||||
process_priority = 100
|
||||
script = ExtResource("13_carryarms")
|
||||
|
||||
[node name="Sync" type="MultiplayerSynchronizer" parent="." unique_id=1979575210]
|
||||
replication_config = ExtResource("3_wu8e1")
|
||||
|
||||
[node name="HealthLabel" type="Label3D" parent="." unique_id=300336561]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2.05, 0)
|
||||
billboard = 1
|
||||
no_depth_test = true
|
||||
text = "HP 100 / 100"
|
||||
font_size = 64
|
||||
outline_size = 8
|
||||
|
||||
[node name="InteractHint" type="Label3D" parent="." unique_id=1718788495]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.75, 0)
|
||||
visible = false
|
||||
billboard = 1
|
||||
no_depth_test = true
|
||||
modulate = Color(1, 0.95, 0.6, 1)
|
||||
text = "按 E 挂上滑索"
|
||||
font_size = 48
|
||||
outline_size = 8
|
||||
|
||||
[node name="FaceRig" type="Node" parent="." unique_id=792293233]
|
||||
script = ExtResource("12_lqp71")
|
||||
|
||||
Reference in New Issue
Block a user