84 lines
3.0 KiB
GDScript
84 lines
3.0 KiB
GDScript
class_name PlayerMotor
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extends Node
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## 移动组件:重力、跳跃缓冲、水平加减速。
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##
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## 只算速度写回 body.velocity,**不调 move_and_slide()** —— 推进由 Player 统一做。
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## 这样「算速度 → 推进 → 播动画」的顺序永远固定,不受节点树顺序影响。
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## 跳跃输入缓冲(秒):按下跳跃后这段时间内若落地,自动补上一次起跳
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const JUMP_BUFFER_TIME: float = 0.1
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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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## 本帧是否在疾跑 / 是否按住蹲键。Player 读这两个值转交给 PlayerAnimator。
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var sprinting: bool = false
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var crouching: bool = false
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var _body: CharacterBody3D
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var _look_rig: Node3D
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var _gravity: float = 9.8
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var _jump_buffer: float = 0.0
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## 由 Player 在 _ready() 注入依赖。look_rig 用来把输入转成「相对视线」的方向。
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func setup(body: CharacterBody3D, look_rig: Node3D) -> void:
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_body = body
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_look_rig = look_rig
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_gravity = float(ProjectSettings.get_setting("physics/3d/default_gravity", 9.8))
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func _unhandled_input(event: InputEvent) -> void:
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if event.is_action_pressed("jump"):
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_jump_buffer = JUMP_BUFFER_TIME
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## 每物理帧由 Player 调用一次,必须排在 move_and_slide() 之前。
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## 只写 _body.velocity,不做位移推进。
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func step(delta: float) -> void:
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if _body == null or _look_rig == null:
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return
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# --- 重力 ---
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if _body.is_on_floor():
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if _body.velocity.y < 0.0:
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_body.velocity.y = 0.0
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else:
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_body.velocity.y -= _gravity * delta
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# --- 跳跃(读取输入缓冲)---
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if _jump_buffer > 0.0:
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_jump_buffer -= delta
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if _body.is_on_floor():
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_body.velocity.y = jump_velocity
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_jump_buffer = 0.0
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# --- 相对视线方向的水平输入 ---
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# 只用 rig 的 basis(只有 yaw),低头看地时前进方向不会跟着往下扎。
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var input_dir := Input.get_vector("move_left", "move_right", "move_back", "move_forward")
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var look_basis := _look_rig.global_transform.basis
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var wish := look_basis.x * input_dir.x - look_basis.z * input_dir.y
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wish.y = 0.0
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if wish.length_squared() > 0.000001:
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wish = wish.normalized()
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# 只有真正按了方向键才允许疾跑(避免原地"疾跑"触发跑动动画)
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sprinting = Input.is_action_pressed("sprint") and input_dir.length_squared() > 0.000001
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crouching = Input.is_action_pressed("crouch")
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var target_speed := sprint_speed if sprinting else walk_speed
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var accel := acceleration if _body.is_on_floor() else air_acceleration
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var horizontal := Vector2(_body.velocity.x, _body.velocity.z)
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horizontal = horizontal.move_toward(Vector2(wish.x, wish.z) * target_speed, accel * delta)
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_body.velocity.x = horizontal.x
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_body.velocity.z = horizontal.y
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