组件模型

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2026-10-09 15:10:44 +08:00
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class_name PlayerMotor
extends Node
## 移动组件:重力、跳跃缓冲、水平加减速。
##
## 只算速度写回 body.velocity,**不调 move_and_slide()** —— 推进由 Player 统一做。
## 这样「算速度 → 推进 → 播动画」的顺序永远固定,不受节点树顺序影响。
## 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
const JUMP_BUFFER_TIME: float = 0.1
@export_group("移动")
## 常规移动速度(米/秒)
@export var walk_speed: float = 5.0
## 疾跑速度(米/秒)
@export var sprint_speed: float = 8.5
## 地面加速度(米/秒²)
@export var acceleration: float = 45.0
## 空中加速度(米/秒²)
@export var air_acceleration: float = 12.0
## 起跳初速度(米/秒)
@export var jump_velocity: float = 5.0
## 本帧是否在疾跑 / 是否按住蹲键。Player 读这两个值转交给 PlayerAnimator。
var sprinting: bool = false
var crouching: bool = false
var _body: CharacterBody3D
var _look_rig: Node3D
var _gravity: float = 9.8
var _jump_buffer: float = 0.0
## 由 Player 在 _ready() 注入依赖。look_rig 用来把输入转成「相对视线」的方向。
func setup(body: CharacterBody3D, look_rig: Node3D) -> void:
_body = body
_look_rig = look_rig
_gravity = float(ProjectSettings.get_setting("physics/3d/default_gravity", 9.8))
func _unhandled_input(event: InputEvent) -> void:
if event.is_action_pressed("jump"):
_jump_buffer = JUMP_BUFFER_TIME
## 每物理帧由 Player 调用一次,必须排在 move_and_slide() 之前。
## 只写 _body.velocity,不做位移推进。
func step(delta: float) -> void:
if _body == null or _look_rig == null:
return
# --- 重力 ---
if _body.is_on_floor():
if _body.velocity.y < 0.0:
_body.velocity.y = 0.0
else:
_body.velocity.y -= _gravity * delta
# --- 跳跃(读取输入缓冲)---
if _jump_buffer > 0.0:
_jump_buffer -= delta
if _body.is_on_floor():
_body.velocity.y = jump_velocity
_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 := _look_rig.global_transform.basis
var wish := look_basis.x * input_dir.x - look_basis.z * input_dir.y
wish.y = 0.0
if wish.length_squared() > 0.000001:
wish = wish.normalized()
# 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)
sprinting = Input.is_action_pressed("sprint") and input_dir.length_squared() > 0.000001
crouching = Input.is_action_pressed("crouch")
var target_speed := sprint_speed if sprinting else walk_speed
var accel := acceleration if _body.is_on_floor() else air_acceleration
var horizontal := Vector2(_body.velocity.x, _body.velocity.z)
horizontal = horizontal.move_toward(Vector2(wish.x, wish.z) * target_speed, accel * delta)
_body.velocity.x = horizontal.x
_body.velocity.z = horizontal.y