extends PlayerGroundState ## 步行:目标速度 = walk_speed,播 walk。 func _enter() -> void: var player := get_agent() as Player player.motor.target_speed = player.motor.walk_speed player.motor.sprinting = false player.motor.crouching = false player.animation_player.play_state(PlayerAnimator.AnimState.WALK, player.motor.walk_speed) func _think(_delta: float) -> void: var player := get_agent() as Player if Input.is_action_pressed("crouch"): dispatch(&"crouch_start") elif not player.motor.has_move_input(): dispatch(&"move_stop") elif Input.is_action_pressed("sprint"): dispatch(&"sprint_start")