抱起物品
This commit is contained in:
@@ -0,0 +1,133 @@
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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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@@ -0,0 +1 @@
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uid://cca1hl0g2bku
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@@ -12,7 +12,7 @@ shader_type spatial;
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uniform vec2 face_center = vec2(0.0, 0.6);
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// 表情大小:.x 是左右宽度,.y 是上下高度
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uniform vec2 face_size = vec2(4.0, 4.0);
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// 只在身体正面出现:朝**模型本地 -Z**(模型自己的正面)的那面才画。
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// 只在身体正面出现:朝**模型本地 +Z**(尾巴在 -Z 那一侧,所以正面是 +Z)的那面才画。
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// 调大就只留最正面的一小块,调小会往侧面包过去。
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uniform float face_front_edge : hint_range(0.0, 1.0) = 0.0;
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// 上下颠倒了就改成 false
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@@ -55,8 +55,7 @@ void fragment() {
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float inside = step(0.0, face_uv.x) * step(face_uv.x, 1.0)
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* step(0.0, face_uv.y) * step(face_uv.y, 1.0);
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// 背面的点 (x, y) 和正面一样,也会落进矩形,所以要再按「朝不朝前」筛一遍。
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// 注意模型自己的正面是**本地 -Z**(预览和玩家场景里那层 Transform 都把它转了 180°),
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// 所以这里取 -normal.z;写成 +normal.z 表情就会跑到背上。
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// 模型正面是**本地 +Z**(尾巴在 -Z 那一侧),写成 -normal.z 表情就跑到背上去了。
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float front = smoothstep(face_front_edge, face_front_edge + 0.3,
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normalize(object_normal).z);
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float mask = inside * front;
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+133
-11
@@ -6,18 +6,25 @@ extends CharacterBody3D
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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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## │ ├─ 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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## │ ├─ 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) ← 靠近滑索时的「按 E」提示,同样在场景里配好
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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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## 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,E 滑索,Esc 释放/锁定鼠标
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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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@@ -55,6 +62,18 @@ 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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@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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@@ -64,6 +83,10 @@ const JUMP_BUFFER_FRAMES: int = 6
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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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## 抱持点:抱起来的物品每物理帧摆到它上面
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@onready var _carry_socket: Node3D = $CameraRig/CarrySocket
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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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@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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@onready var animator: PlayerAnimator = $Body/AnimationPlayer
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@@ -87,6 +110,13 @@ 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。非 null 时每物理帧把它摆到抱持点上。
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## 只在权威端写;远端玩家的物品位置由物品自己的 Sync 复制过来。
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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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func _ready() -> void:
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_report_identity()
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@@ -133,6 +163,15 @@ func _unhandled_input(event: InputEvent) -> void:
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_detach_zipline()
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else:
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_attach_zipline()
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elif event.is_action_pressed("carry") and Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
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# 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
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_pick_up()
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elif event.is_action_pressed("throw_carry"):
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# 按住开始蓄力,松手才真正出手(见 _release_throw)
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_throw_charging = _carried != null
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_throw_charge = 0.0
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elif event.is_action_released("throw_carry"):
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_release_throw()
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elif event.is_action_pressed("ui_cancel"):
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set_mouse_captured(Input.mouse_mode != Input.MOUSE_MODE_CAPTURED)
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elif event is InputEventMouseButton and event.pressed and Input.mouse_mode != Input.MOUSE_MODE_CAPTURED:
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@@ -159,11 +198,37 @@ func _physics_process(delta: float) -> void:
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if not _is_local:
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return
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# 靠近缆时给个操作提示。判定与 _attach_zipline 共用 _find_zipline(),
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# 交互提示:**同一处判定**既决定「显示什么」又决定「按键干什么」,
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# 免得出现「提示亮了但按 E 挂不上」这种对不上的情况。
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_hint.visible = _zipline != null or _find_zipline() != null
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if _hint.visible:
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_hint.text = "空格 跳离 · E 松手" if _zipline != null else "按 E 挂上滑索"
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# 优先级:手上有东西 > 可抱物 > 缆上 > 可挂的缆。
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var nearby_carry := _find_carryable()
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var nearby_zip := _find_zipline()
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if _carried != null:
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_hint.visible = true
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_hint.text = "长按 Q 扔出 %d%%" % int(_throw_charge * 100.0)
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elif nearby_carry != null:
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_hint.visible = true
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_hint.text = "左键 抱起"
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elif _zipline != null:
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_hint.visible = true
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_hint.text = "空格 跳离 · E 松手"
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elif nearby_zip != null:
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_hint.visible = true
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_hint.text = "按 E 挂上滑索"
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else:
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_hint.visible = false
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# 抱着东西:每帧把它摆到抱持点上,并推进 Q 的蓄力。
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# 物品的位置由持有者写 —— 远端玩家的那份由物品自己的 Sync 复制过去。
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if _carried != null:
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_carried.apply_hold_transform(_carry_socket)
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if _throw_charging:
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_throw_charge = minf(1.0, _throw_charge + delta / maxf(throw_charge_time, 0.01))
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# 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:
|
||||
@@ -196,7 +261,13 @@ func _physics_process(delta: float) -> void:
|
||||
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 speed := sprint_speed if Input.is_action_pressed("sprint") else walk_speed
|
||||
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
|
||||
var accel := acceleration if is_on_floor() else air_acceleration
|
||||
@@ -212,11 +283,60 @@ func _physics_process(delta: float) -> void:
|
||||
animator.set_motion(
|
||||
velocity,
|
||||
is_on_floor(),
|
||||
Input.is_action_pressed("sprint"),
|
||||
sprinting,
|
||||
Input.is_action_pressed("crouch"),
|
||||
)
|
||||
|
||||
|
||||
# ---------------- 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。
|
||||
|
||||
## 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。
|
||||
func _pick_up() -> void:
|
||||
if _carried != null or _zipline != null:
|
||||
return
|
||||
var item := _find_carryable()
|
||||
if item == null:
|
||||
return
|
||||
item.begin_carry(self)
|
||||
item.apply_hold_transform(_carry_socket)
|
||||
_carried = item
|
||||
|
||||
|
||||
## 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
|
||||
item.end_carry(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。
|
||||
@@ -239,8 +359,10 @@ func _find_zipline() -> Zipline:
|
||||
return best
|
||||
|
||||
|
||||
## 挂上最近的一条缆,人就近吸附到缆上最近一点。
|
||||
## 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
|
||||
|
||||
@@ -12,16 +12,18 @@
|
||||
[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 = 0.4
|
||||
height = 1.8
|
||||
radius = 0.54541016
|
||||
height = 1.4063476
|
||||
|
||||
[node name="Player" type="CharacterBody3D" unique_id=869687860]
|
||||
transform = Transform3D(0.2, 0, 0, 0, 0.2, 0, 0, 0, 0.2, 0, 0, 0)
|
||||
script = ExtResource("1_gtsfv")
|
||||
|
||||
[node name="Collision" type="CollisionShape3D" parent="." unique_id=215132582]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.9, 0)
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.7031738, 0)
|
||||
shape = SubResource("CapsuleShape3D_rkbax")
|
||||
|
||||
[node name="CameraRig" type="Node3D" parent="." unique_id=1774966304]
|
||||
@@ -30,6 +32,9 @@ 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="Body" type="Node3D" parent="." unique_id=394283421]
|
||||
|
||||
[node name="mouse" parent="Body" unique_id=1995806863 instance=ExtResource("2_wu8e1")]
|
||||
@@ -46,6 +51,10 @@ 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")
|
||||
|
||||
|
||||
Reference in New Issue
Block a user