limbo hsm
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extends PlayerGroundState
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## 步行:目标速度 = walk_speed,播 walk。
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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.walk_speed
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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.WALK, player.motor.walk_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 Input.is_action_pressed("crouch"):
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dispatch(&"crouch_start")
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elif not player.motor.has_move_input():
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dispatch(&"move_stop")
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elif Input.is_action_pressed("sprint"):
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dispatch(&"sprint_start")
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