limbo hsm
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extends PlayerGroundState
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## 蹲走(潜行):目标速度 = crouch_speed,播 sneak。
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## 蹲伏优先于疾跑:蹲着按 Shift 也只是潜行。
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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 = player.motor.crouch_speed
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player.motor.sprinting = false
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player.motor.crouching = true
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player.animation_player.play_state(PlayerAnimator.AnimState.SNEAK, player.motor.crouch_speed)
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func _think(_delta: float) -> void:
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var player := get_agent() as Player
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if not Input.is_action_pressed("crouch"):
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dispatch(&"crouch_end")
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elif not player.motor.has_move_input():
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dispatch(&"move_stop")
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