333 lines
14 KiB
GDScript
333 lines
14 KiB
GDScript
extends CharacterBody3D
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## 第三人称控制器:只管「怎么动」—— 输入、移动物理、相机、血条、联机分叉。
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## 表现层(动画)在 Body/PlayerAnimator 里,本文件不认识任何片段名。
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##
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## 场景结构:
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## Player (CharacterBody3D) ← 只负责移动与碰撞,自身不旋转
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## ├─ Collision (CollisionShape3D, CapsuleShape3D)
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## ├─ Body (Node3D) ← 视觉层,朝移动方向转身;换角色模型时挂在它下面
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## │ ├─ PlayerAnimator (PlayerAnimator.gd) ← 动作状态机:只读运动、只写动画
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## │ └─ character-male-e2 (Node3D)
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## │ ├─ character-male-e/Skeleton3D ← 骨骼 + 蒙皮网格(character-male-e.glb)
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## │ └─ AnimationPlayer ← 动作库,由 PlayerAnimator 驱动
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## ├─ CameraRig (Node3D) ← 承担偏航 yaw,独立于本体旋转
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## │ └─ SpringArm (SpringArm3D) ← 承担俯仰 pitch,自动避障
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## │ └─ Camera (Camera3D)
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## ├─ Sync (MultiplayerSynchronizer) ← 同步 position、Body.rotation、health、动画状态
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## ├─ HealthLabel (Label3D) ← 头顶血条(节点配置,不是代码建的)
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## └─ InteractHint (Label3D) ← 靠近滑索时的「按 E」提示,同样在场景里配好
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##
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## 滑索:走到缆下按 E 挂上,沿缆滑向低端,缆上按 S 刹车、空格跳离。
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## 手感参数(速度/刹车/吸附半径)全在 Zipline 组件上,本文件只读不定义 —— 见文件末尾。
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##
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## 操作:WASD/方向键移动,鼠标转视角,Shift 疾跑,空格跳跃,E 滑索,Esc 释放/锁定鼠标
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## 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)
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const JUMP_BUFFER_FRAMES: int = 6
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@export_group("属性")
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## 血量
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@export var health: int = 100:
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set(value):
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health = clampi(value, 0, 100)
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_refresh_health_label()
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@export_group("移动")
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## 常规移动速度(米/秒)
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@export var walk_speed: float = 5.0
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## 疾跑速度(米/秒)
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@export var sprint_speed: float = 8.5
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## 地面加速度(米/秒²)
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@export var acceleration: float = 45.0
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## 空中加速度(米/秒²)
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@export var air_acceleration: float = 12.0
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## 起跳初速度(米/秒)
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@export var jump_velocity: float = 5.0
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## 视觉层转身平滑速度
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@export var turn_speed: float = 10.0
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@export_group("相机")
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## 鼠标灵敏度(弧度/像素)
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@export var mouse_sensitivity: float = 0.0025
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## 最低俯角(向下看)
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@export var pitch_min_deg: float = -80.0
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## 最高仰角(向上看)
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@export var pitch_max_deg: float = 45.0
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@onready var body: Node3D = $Body
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@onready var camera_rig: Node3D = $CameraRig
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@onready var spring_arm: SpringArm3D = $CameraRig/SpringArm
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## 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)
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@onready var _health_label: Label3D = $HealthLabel
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## 滑索操作提示,同样在 player.tscn 里配好,默认隐藏
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@onready var _hint: Label3D = $InteractHint
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## 动画状态机(挂在 Body 下)。只把「运动结果」交给它,也只知道它会自己播动画。
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@onready var animator: PlayerAnimator = $Body/PlayerAnimator
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var _gravity: float = float(ProjectSettings.get_setting("physics/3d/default_gravity", 9.8))
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var _yaw: float = 0.0
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var _pitch: float = 0.0
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var _jump_buffer: int = 0
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## 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。
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var _is_local: bool = true
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## 当前挂着的滑索。非 null 时 _physics_process 走缆上分支,常规移动/重力/贴地全部让位。
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## 只在本机权威端写;远端玩家的位置由 Sync 复制过来,跟着缆一起动。
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var _zipline: Zipline = null
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## 沿缆的进度参数 t∈[0,1]。缆的几何由 Zipline 负责,这里只记「我走到哪了」。
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var _zip_t: float = 0.0
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## 滑动方向:+1 往 AnchorB、-1 往 AnchorA。永远是往低的那一端
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var _zip_dir: int = 1
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## 沿缆速度(米/秒)
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var _zip_speed: float = 0.0
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## 挂上瞬间「人相对缆」的偏移,随后衰减到 0 —— 吸附是滑过去的,不是瞬移
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var _zip_grab_offset: Vector3 = Vector3.ZERO
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func _ready() -> void:
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_report_identity()
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# 动画准备不在这里 —— PlayerAnimator 有自己的 _ready(),而子节点先于本节点 ready
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_is_local = is_multiplayer_authority()
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if not _is_local:
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# 远端玩家只是一具「回放身体」:
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# 拆掉相机 —— 否则每多一个玩家就多一台 Camera3D 互相抢渲染;
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# 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。
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# 它的 position 与 Body.rotation 由子节点 Sync 同步过来;
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# 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。
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camera_rig.queue_free()
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set_physics_process(false)
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set_process_unhandled_input(false)
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return
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_yaw = camera_rig.rotation.y
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_pitch = clampf(spring_arm.rotation.x, deg_to_rad(pitch_min_deg), deg_to_rad(pitch_max_deg))
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spring_arm.rotation.x = _pitch
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set_mouse_captured(true)
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# 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
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_refresh_health_label()
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func _unhandled_input(event: InputEvent) -> void:
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if event is InputEventMouseMotion and Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
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_yaw -= event.relative.x * mouse_sensitivity
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_pitch = clampf(
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_pitch - event.relative.y * mouse_sensitivity,
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deg_to_rad(pitch_min_deg),
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deg_to_rad(pitch_max_deg)
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)
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camera_rig.rotation.y = _yaw
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spring_arm.rotation.x = _pitch
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elif event.is_action_pressed("jump"):
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# 缆上按跳 = 主动脱手,额外给一个向上的小跳,方便够到旁边的平台
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if _zipline != null:
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_detach_zipline(true)
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else:
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_jump_buffer = JUMP_BUFFER_FRAMES
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elif event.is_action_pressed("interact"):
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if _zipline != null:
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_detach_zipline()
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else:
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_attach_zipline()
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elif event.is_action_pressed("ui_cancel"):
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set_mouse_captured(Input.mouse_mode != Input.MOUSE_MODE_CAPTURED)
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elif event is InputEventMouseButton and event.pressed and Input.mouse_mode != Input.MOUSE_MODE_CAPTURED:
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set_mouse_captured(true)
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elif event is InputEventKey and event.pressed and not event.echo and event.keycode == KEY_H:
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# 只有权威端能改被同步的属性,别人改的会被覆盖回去
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if is_multiplayer_authority():
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health -= 10
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func set_mouse_captured(captured: bool) -> void:
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Input.mouse_mode = Input.MOUSE_MODE_CAPTURED if captured else Input.MOUSE_MODE_VISIBLE
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func _physics_process(delta: float) -> void:
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if not _is_local:
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return
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# 靠近缆时给个操作提示。判定与 _attach_zipline 共用 _find_zipline(),
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# 免得出现「提示亮了但按 E 挂不上」这种对不上的情况。
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_hint.visible = _zipline != null or _find_zipline() != null
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if _hint.visible:
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_hint.text = "空格 跳离 · E 松手" if _zipline != null else "按 E 挂上滑索"
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# 挂在缆上时,下面的常规重力/输入/贴地全部让位给缆上运动
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if _zipline != null:
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_ride_zipline(delta)
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return
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# --- 重力 ---
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if is_on_floor():
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if velocity.y < 0.0:
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velocity.y = 0.0
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else:
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velocity.y -= _gravity * delta
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# --- 跳跃(读取输入缓冲)---
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if _jump_buffer > 0:
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_jump_buffer -= 1
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if is_on_floor():
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velocity.y = jump_velocity
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_jump_buffer = 0
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# --- 相对相机的水平输入 ---
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var input_dir := Input.get_vector("move_left", "move_right", "move_back", "move_forward")
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var cam_basis := camera_rig.global_transform.basis
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var wish := cam_basis.x * input_dir.x + (-cam_basis.z) * input_dir.y
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wish.y = 0.0
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var wants_move := wish.length() > 0.001
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if wants_move:
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wish = wish.normalized()
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# 只转视觉层,不动本体,也不影响相机(Godot 前进方向为 -Z)
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var target_yaw := atan2(-wish.x, -wish.z)
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body.rotation.y = lerp_angle(body.rotation.y, target_yaw, clampf(turn_speed * delta, 0.0, 1.0))
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var speed := sprint_speed if Input.is_action_pressed("sprint") else walk_speed
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if not wants_move:
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speed = 0.0
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var accel := acceleration if is_on_floor() else air_acceleration
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var horizontal := Vector2(velocity.x, velocity.z)
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horizontal = horizontal.move_toward(Vector2(wish.x, wish.z) * speed, accel * delta)
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velocity.x = horizontal.x
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velocity.z = horizontal.y
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move_and_slide()
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# 动画只读运动结果。控制器不认识任何片段名,动画器也不认识输入。
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animator.set_motion(velocity, is_on_floor(), Input.is_action_pressed("sprint"))
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# ---------------- 滑索 ----------------
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# 拆成三件事:找缆(_find_zipline)、挂上(_attach_zipline)、缆上运动(_ride_zipline)。
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# 缆的几何与手感参数都在 Zipline 组件里,这里只管「人」的状态,参数只读不定义。
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## 找脚下能挂的缆,找不到返回 null。挂索与「按 E」提示共用同一套判定。
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func _find_zipline() -> Zipline:
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var best: Zipline = null
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var best_distance := INF
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for node in get_tree().get_nodes_in_group(Zipline.GROUP):
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var zip := node as Zipline
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if zip == null or zip.length <= 0.0:
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continue
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var info := zip.closest_point(global_position)
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# 两种情况都不挂:够不着,或者挂上就没几米可滑(后者会让人刚挂上就被弹下来)
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if info.distance > zip.attach_radius or info.remaining < zip.min_ride:
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continue
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if info.distance < best_distance:
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best_distance = info.distance
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best = zip
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return best
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## 挂上最近的一条缆,人就近吸附到缆上最近一点。
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func _attach_zipline() -> void:
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var zip := _find_zipline()
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if zip == null:
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return
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var info := zip.closest_point(global_position)
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_zipline = zip
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_zip_t = info.t
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_zip_dir = info.dir
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# 带上入缆时的水平速度,冲上去挂索不会突然一顿
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_zip_speed = maxf(Vector2(velocity.x, velocity.z).length() * 0.5, 2.0)
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# 把当前偏移记下来交给 _ride_zipline 逐帧衰减,避免瞬移到缆上
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_zip_grab_offset = global_position - zip.ride_point(_zip_t)
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velocity = Vector3.ZERO
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## 脱离缆索。hop=true 时额外给一个向上的小跳(主动跳离用)。
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func _detach_zipline(hop: bool = false) -> void:
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if _zipline == null:
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return
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# 惯性带走:沿缆方向的速度原样保留,脱手后就是一次抛物线
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velocity = _zipline.tangent(_zip_t) * float(_zip_dir) * _zip_speed
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if hop:
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velocity += Vector3.UP * 3.0
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_zipline = null
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_zip_speed = 0.0
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## 缆上运动:沿曲线加速下滑,S 刹车,到头自动脱手。
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##
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## 位置直接写 global_position,不走 move_and_slide():悬空缆段上没有需要解算的碰撞,
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## 让物理引擎去推反而会和「贴着曲线走」这个硬约束打架。
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## velocity 仍然维护 —— 一是给动画器读,二是脱手后能带着惯性飞出去。
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func _ride_zipline(delta: float) -> void:
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var tan := _zipline.tangent(_zip_t) * float(_zip_dir)
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# 重力沿缆方向的分量:缆越陡加速越猛,平缆上几乎不加速。
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# 下坡时 tan.y 是负的,所以前面要加负号。
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_zip_speed += -_gravity * _zipline.gravity_scale * tan.y * delta
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if Input.is_action_pressed("move_back"):
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_zip_speed -= _zipline.brake_accel * delta
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_zip_speed = clampf(_zip_speed, 0.0, _zipline.max_speed)
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# t 是曲线参数而不是弧长,但 sag 相对缆长很小时两者差别可以忽略
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var next_t := _zip_t + float(_zip_dir) * _zip_speed / _zipline.length * delta
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if next_t <= 0.0 or next_t >= 1.0:
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# 到头了:先落到端点再脱手,免得停在离端点还差一截的地方
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_zip_t = clampf(next_t, 0.0, 1.0)
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global_position = _zipline.ride_point(_zip_t)
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_detach_zipline()
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return
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_zip_t = next_t
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_zip_grab_offset = _zip_grab_offset.lerp(Vector3.ZERO, clampf(delta / 0.12, 0.0, 1.0))
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global_position = _zipline.ride_point(_zip_t) + _zip_grab_offset
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velocity = tan * _zip_speed
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var travel_yaw := atan2(-tan.x, -tan.z)
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body.rotation.y = lerp_angle(body.rotation.y, travel_yaw, clampf(turn_speed * delta, 0.0, 1.0))
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# 相机也跟着摆到行进方向背后 —— 否则人是横着飞的,看不见前面要去哪。
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# 速率刻意比转身慢:玩家用鼠标看的视角不会被立刻拽回去。
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_yaw = lerp_angle(_yaw, travel_yaw, clampf(3.0 * delta, 0.0, 1.0))
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camera_rig.rotation.y = _yaw
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# 缆上没有「落地」概念,交给动画器当下落姿态处理(模型里没有专门的滑索片段)
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animator.set_motion(velocity, false, false)
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func _refresh_health_label() -> void:
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# 血条节点在 player.tscn 里(Hud/HealthLabel)。
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# 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。
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if _health_label == null:
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return
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_health_label.text = "HP %d / 100" % health
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## 关卡 0 的临时自检:把「我这一端」和「这个节点」分层打印出来。
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## 联机框架调通后可以整段删掉(连同 _ready() 里的那一行调用)。
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func _report_identity() -> void:
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var me: int = multiplayer.get_unique_id()
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var authority: int = get_multiplayer_authority()
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# 传输层类型:以后换成 Steam 时这里会变成 SteamMultiplayerPeer
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var transport := "无"
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if multiplayer.multiplayer_peer != null:
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transport = multiplayer.multiplayer_peer.get_class()
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# 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
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var sync := get_node_or_null("Sync") as MultiplayerSynchronizer
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var fields := "未绑定"
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if sync != null and sync.replication_config != null:
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fields = str(sync.replication_config.get_properties())
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print("""┌─ [节点自检] %s
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│ 进程级 我是 peer %d | 服务器?%s | 传输 %s | 我知道的 peer:%s
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│ 节点级 全路径 %s
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│ 节点名 %s | 归属 peer %d | 归我管?%s
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│ 同步 Sync 字段 %s
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└─ 结论 %s""" % [
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name,
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me,
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multiplayer.is_server(),
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transport,
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multiplayer.get_peers(),
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get_path(),
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name,
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authority,
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is_multiplayer_authority(),
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fields,
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"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",
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])
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