手掌指针

This commit is contained in:
2026-10-09 15:28:00 +08:00
parent bbb0c5db14
commit bc88fef43a
8 changed files with 246 additions and 3 deletions
+16 -1
View File
@@ -5,13 +5,15 @@ extends CharacterBody3D
## Look 视角 character/player/player_look.gd
## Motor 移动跳跃 character/player/player_motor.gd
## Pickup 拾取 character/player/player_pickup.gd
## Animator 动画表现 character/player/player_animator.gd(挂在 Body/AnimationPlayer 上)
## Animator 动画表现 character/player/player_animator.gd(挂在 AnimationPlayer 上)
##
## 本脚本不实现任何操作,只负责「谁先谁后」和「谁有权跑」。
@onready var body: Node3D = $Body
@onready var camera_rig: Node3D = $CameraRig
@onready var camera: Camera3D = $CameraRig/Camera
## 准心(挂在 CameraRig/HUD 下)。远端玩家的 HUD 会随 camera_rig 一起被释放。
@onready var crosshair: Crosshair = $CameraRig/HUD/Crosshair
@onready var animation_player: PlayerAnimator = $AnimationPlayer
@onready var look: PlayerLook = $Look
@onready var motor: PlayerMotor = $Motor
@@ -43,6 +45,8 @@ func _ready() -> void:
camera.get_node("InteractionRay") as RayCast3D,
camera.get_node("InteractionPos") as Marker3D
)
# 准心接线:拾取组件一发现交互状态变化,就通知准心换外观(点 / 手 / 抓)。
pickup.interact_state_changed.connect(_on_pickup_interact_state_changed)
set_mouse_captured(true)
@@ -62,6 +66,17 @@ func set_mouse_captured(captured: bool) -> void:
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED if captured else Input.MOUSE_MODE_VISIBLE
## 把拾取组件的两个布尔量收敛成准心的三态。优先级:抓着 > 指着 > 没有。
## 系统鼠标指针由准心自己同步(Crosshair.sync_os_cursor),这里不用管。
func _on_pickup_interact_state_changed(hovering: bool, holding: bool) -> void:
var state := Crosshair.GrabState.NONE
if holding:
state = Crosshair.GrabState.HOLDING
elif hovering:
state = Crosshair.GrabState.HOVER
crosshair.set_grab_state(state)
func _physics_process(delta: float) -> void:
# 顺序固定:算速度 → 推进 → 播动画 → 搬物体。
# 由根节点统一编排,各组件自己不许写 _physics_process ——