limbo hsm
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extends LimboHSM
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## 空中子机(挂在 HSM/Airborne 上)。
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##
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## Jump(上升段)→ Fall(越过顶点开始下落)。进入时按当前竖直速度挑初始子状态:
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## 起跳进来 vy > 0 → Jump;踏空掉进来 vy ≈ 0 → Fall(vy ≤ 0 一律算 Fall)。
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@onready var jump: LimboState = $Jump
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@onready var fall: LimboState = $Fall
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func _setup() -> void:
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add_transition(jump, fall, &"falling")
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func _enter() -> void:
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var player := get_agent() as Player
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set_initial_state(fall if player == null or player.velocity.y <= 0.0 else jump)
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