extends LimboHSM ## 空中子机(挂在 HSM/Airborne 上)。 ## ## Jump(上升段)→ Fall(越过顶点开始下落)。进入时按当前竖直速度挑初始子状态: ## 起跳进来 vy > 0 → Jump;踏空掉进来 vy ≈ 0 → Fall(vy ≤ 0 一律算 Fall)。 @onready var jump: LimboState = $Jump @onready var fall: LimboState = $Fall func _setup() -> void: add_transition(jump, fall, &"falling") func _enter() -> void: var player := get_agent() as Player set_initial_state(fall if player == null or player.velocity.y <= 0.0 else jump)