limbo hsm
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extends PlayerGroundState
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## 站立:目标速度 0,播 idle。
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func _enter() -> void:
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var player := get_agent() as Player
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player.motor.target_speed = 0.0
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player.motor.sprinting = false
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player.motor.crouching = false
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player.animation_player.play_state(PlayerAnimator.AnimState.IDLE)
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func _think(_delta: float) -> void:
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# 蹲键优先 —— 同帧又蹲又走时先蹲下,下一帧 Crouch 再转 Sneak,不会漏蹲。
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if Input.is_action_pressed("crouch"):
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dispatch(&"crouch_start")
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elif (get_agent() as Player).motor.has_move_input():
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dispatch(&"move_start")
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