extends CharacterBody3D ## 第三人称控制器(胶囊体占位) ## ## 场景结构: ## Player (CharacterBody3D) ← 只负责移动与碰撞,自身不旋转 ## ├─ Collision (CollisionShape3D, CapsuleShape3D) ## ├─ Body (Node3D) ← 视觉层,朝移动方向转身;换角色模型时挂在它下面 ## │ └─ character-male-e2 (Node3D) ## │ ├─ character-male-e/Skeleton3D ← 骨骼 + 蒙皮网格(character-male-e.glb) ## │ └─ AnimationPlayer ← 动作库:idle / walk / sprint / jump / fall ## ├─ CameraRig (Node3D) ← 承担偏航 yaw,独立于本体旋转 ## │ └─ SpringArm (SpringArm3D) ← 承担俯仰 pitch,自动避障 ## │ └─ Camera (Camera3D) ## ├─ Sync (MultiplayerSynchronizer) ← 同步 position、Body.rotation、health、anim_state、anim_speed ## └─ HealthLabel (Label3D) ← 头顶血条(节点配置,不是代码建的) ## ## 操作:WASD/方向键移动,鼠标转视角,Shift 疾跑,空格跳跃,Esc 释放/锁定鼠标 ## 跳跃输入缓冲帧数(输入事件在渲染帧到达,物理帧读取,避免漏跳) const JUMP_BUFFER_FRAMES: int = 6 ## 角色动作状态。权威端每物理帧算一次,再靠 Sync 复制给远端回放。 enum AnimState { IDLE, WALK, SPRINT, JUMP, FALL } ## 状态 → 片段名。名字取自 character-male-e.glb 的动作库,改名要同步改这里。 const ANIM_CLIPS: Dictionary = { AnimState.IDLE: "idle", AnimState.WALK: "walk", AnimState.SPRINT: "sprint", AnimState.JUMP: "jump", AnimState.FALL: "fall", } ## 需要循环的状态。glb 里每个片段的 loop_mode 都是 NONE, ## 不补循环的话 idle/walk/sprint 播一遍就定在最后一帧。 const ANIM_LOOPED: Array[int] = [AnimState.IDLE, AnimState.WALK, AnimState.SPRINT] @export_group("属性") ## 血量 @export var health: int = 100: set(value): health = clampi(value, 0, 100) _refresh_health_label() @export_group("移动") ## 常规移动速度(米/秒) @export var walk_speed: float = 5.0 ## 疾跑速度(米/秒) @export var sprint_speed: float = 8.5 ## 地面加速度(米/秒²) @export var acceleration: float = 45.0 ## 空中加速度(米/秒²) @export var air_acceleration: float = 12.0 ## 起跳初速度(米/秒) @export var jump_velocity: float = 5.0 ## 视觉层转身平滑速度 @export var turn_speed: float = 10.0 @export_group("相机") ## 鼠标灵敏度(弧度/像素) @export var mouse_sensitivity: float = 0.0025 ## 最低俯角(向下看) @export var pitch_min_deg: float = -80.0 ## 最高仰角(向上看) @export var pitch_max_deg: float = 45.0 @export_group("动画") ## 动作切换的交叉淡入时间(秒)。0 为硬切 @export var anim_blend_time: float = 0.15 ## 低于此水平速度就视为站立(米/秒) @export var anim_idle_threshold: float = 0.2 ## 播放倍率下限:被墙抵住、起步那一瞬,脚步不该慢到像在滑冰 @export var anim_speed_scale_min: float = 0.65 ## 播放倍率上限:防止速度被外力拉高时脚步快到抽搐 @export var anim_speed_scale_max: float = 1.6 @onready var body: Node3D = $Body @onready var camera_rig: Node3D = $CameraRig @onready var spring_arm: SpringArm3D = $CameraRig/SpringArm ## 头顶血条是 player.tscn 里的 Label3D 节点(3D 世界里的文字,会跟着角色走) @onready var _health_label: Label3D = $HealthLabel @onready var animation_player: AnimationPlayer = $"Body/character-male-e2/AnimationPlayer" var _gravity: float = float(ProjectSettings.get_setting("physics/3d/default_gravity", 9.8)) var _yaw: float = 0.0 var _pitch: float = 0.0 var _jump_buffer: int = 0 ## 本节点是否由本机玩家操控。由世界节点在生成时设置 authority 决定,见 world/main.gd。 var _is_local: bool = true ## 当前动作状态(AnimState)。 ## 权威端每物理帧写一次,Sync 把它复制给远端 —— 远端物理与输入都关着, ## 只有靠这个值才知道该播哪个片段。 var anim_state: int = AnimState.IDLE: set(value): if anim_state == value: return anim_state = value _apply_anim_state() ## 当前播放倍率(1.0 = 片段原速)。 ## 同样要复制:远端只有 position,算不出真实速度,只能照抄权威端的倍率。 var anim_speed: float = 1.0: set(value): value = clampf(value, anim_speed_scale_min, anim_speed_scale_max) anim_speed = value if animation_player != null: animation_player.speed_scale = value func _ready() -> void: _report_identity() # 本地端与远端都要跑:本地端播自己的动作,远端靠复制来的 anim_state 回放 _prepare_animation() _is_local = is_multiplayer_authority() if not _is_local: # 远端玩家只是一具「回放身体」: # 拆掉相机 —— 否则每多一个玩家就多一台 Camera3D 互相抢渲染; # 关掉输入与物理 —— 否则与权威端双重模拟,表现为抖动、漂移、穿地。 # 它的 position 与 Body.rotation 由子节点 Sync 同步过来; # 头顶血条保留 —— health 同样是同步过来的,这样谁都能看到别人还剩多少血。 camera_rig.queue_free() set_physics_process(false) set_process_unhandled_input(false) return _yaw = camera_rig.rotation.y _pitch = clampf(spring_arm.rotation.x, deg_to_rad(pitch_min_deg), deg_to_rad(pitch_max_deg)) spring_arm.rotation.x = _pitch set_mouse_captured(true) # 同步可能在 _ready() 之前就把 health 写进来了,那时血条还没刷新,这里补一次 _refresh_health_label() func _unhandled_input(event: InputEvent) -> void: if event is InputEventMouseMotion and Input.mouse_mode == Input.MOUSE_MODE_CAPTURED: _yaw -= event.relative.x * mouse_sensitivity _pitch = clampf( _pitch - event.relative.y * mouse_sensitivity, deg_to_rad(pitch_min_deg), deg_to_rad(pitch_max_deg) ) camera_rig.rotation.y = _yaw spring_arm.rotation.x = _pitch elif event.is_action_pressed("jump"): _jump_buffer = JUMP_BUFFER_FRAMES elif event.is_action_pressed("ui_cancel"): set_mouse_captured(Input.mouse_mode != Input.MOUSE_MODE_CAPTURED) elif event is InputEventMouseButton and event.pressed and Input.mouse_mode != Input.MOUSE_MODE_CAPTURED: set_mouse_captured(true) elif event is InputEventKey and event.pressed and not event.echo and event.keycode == KEY_H: # 只有权威端能改被同步的属性,别人改的会被覆盖回去 if is_multiplayer_authority(): health -= 10 func set_mouse_captured(captured: bool) -> void: Input.mouse_mode = Input.MOUSE_MODE_CAPTURED if captured else Input.MOUSE_MODE_VISIBLE func _physics_process(delta: float) -> void: if not _is_local: return # --- 重力 --- if is_on_floor(): if velocity.y < 0.0: velocity.y = 0.0 else: velocity.y -= _gravity * delta # --- 跳跃(读取输入缓冲)--- if _jump_buffer > 0: _jump_buffer -= 1 if is_on_floor(): velocity.y = jump_velocity _jump_buffer = 0 # --- 相对相机的水平输入 --- var input_dir := Input.get_vector("move_left", "move_right", "move_back", "move_forward") var cam_basis := camera_rig.global_transform.basis var wish := cam_basis.x * input_dir.x + (-cam_basis.z) * input_dir.y wish.y = 0.0 var wants_move := wish.length() > 0.001 if wants_move: wish = wish.normalized() # 只转视觉层,不动本体,也不影响相机(Godot 前进方向为 -Z) var target_yaw := atan2(-wish.x, -wish.z) body.rotation.y = lerp_angle(body.rotation.y, target_yaw, clampf(turn_speed * delta, 0.0, 1.0)) var speed := sprint_speed if Input.is_action_pressed("sprint") else walk_speed if not wants_move: speed = 0.0 var accel := acceleration if is_on_floor() else air_acceleration var horizontal := Vector2(velocity.x, velocity.z) horizontal = horizontal.move_toward(Vector2(wish.x, wish.z) * speed, accel * delta) velocity.x = horizontal.x velocity.z = horizontal.y move_and_slide() _update_animation() func _refresh_health_label() -> void: # 血条节点在 player.tscn 里(Hud/HealthLabel)。 # 同步可能在 _ready() 之前就把 health 写进来,那时 _health_label 还是 null,直接跳过。 if _health_label == null: return _health_label.text = "HP %d / 100" % health ## 准备动作库。两个端点都要跑,且必须在本地/远端分支之前。 func _prepare_animation() -> void: if animation_player == null: push_warning("%s 下没有 AnimationPlayer,角色不会有动画" % name) return for state in ANIM_LOOPED: var clip: String = ANIM_CLIPS[state] if not animation_player.has_animation(clip): continue animation_player.get_animation(clip).loop_mode = Animation.LOOP_LINEAR # 先站在 idle。之后 state 不变时 setter 不会重进去,所以这一句不能省。 animation_player.play(ANIM_CLIPS[AnimState.IDLE], 0.0) ## 权威端每物理帧调用:从本帧的真实运动推出动作状态与播放倍率。 ## 只读 velocity / is_on_floor(),不写任何物理量。 func _update_animation() -> void: var h_speed := Vector2(velocity.x, velocity.z).length() var next_state: int if not is_on_floor(): # 上升用 jump、越过顶点用 fall。jump 片段长 0.5s, # 恰好约等于 jump_velocity 5 / 重力 9.8 的上升时间。 next_state = AnimState.JUMP if velocity.y > 0.0 else AnimState.FALL elif h_speed < anim_idle_threshold: next_state = AnimState.IDLE elif Input.is_action_pressed("sprint"): next_state = AnimState.SPRINT else: next_state = AnimState.WALK # 先把倍率写下去,再切片段 —— 顺序反了会让新片段用一帧旧倍率。 var ref := _anim_reference_speed(next_state) anim_speed = h_speed / ref if ref > 0.0 else 1.0 anim_state = next_state # setter 负责切片段 ## 该状态对应的「设计速度」。片段在 ref 速度下按 1.0 倍播放,快慢全靠比例缩。 func _anim_reference_speed(state: int) -> float: match state: AnimState.WALK: return walk_speed AnimState.SPRINT: return sprint_speed _: return 0.0 func _apply_anim_state() -> void: if animation_player == null: return var clip: String = ANIM_CLIPS.get(anim_state, "") if clip.is_empty() or not animation_player.has_animation(clip): return animation_player.play(clip, anim_blend_time) ## 关卡 0 的临时自检:把「我这一端」和「这个节点」分层打印出来。 ## 联机框架调通后可以整段删掉(连同 _ready() 里的那一行调用)。 func _report_identity() -> void: var me: int = multiplayer.get_unique_id() var authority: int = get_multiplayer_authority() # 传输层类型:以后换成 Steam 时这里会变成 SteamMultiplayerPeer var transport := "无" if multiplayer.multiplayer_peer != null: transport = multiplayer.multiplayer_peer.get_class() # 同步配置:字段为空或未绑定是「远端玩家僵在原地」的头号原因,所以顺手打出来 var sync := get_node_or_null("Sync") as MultiplayerSynchronizer var fields := "未绑定" if sync != null and sync.replication_config != null: fields = str(sync.replication_config.get_properties()) print("""┌─ [节点自检] %s │ 进程级 我是 peer %d | 服务器?%s | 传输 %s | 我知道的 peer:%s │ 节点级 全路径 %s │ 节点名 %s | 归属 peer %d | 归我管?%s │ 同步 Sync 字段 %s └─ 结论 %s""" % [ name, me, multiplayer.is_server(), transport, multiplayer.get_peers(), get_path(), name, authority, is_multiplayer_authority(), fields, "这是【我操控】的角色" if is_multiplayer_authority() else "这是【别人】的角色,我只负责回放", ])