fix: replace movement controller with parse-safe version for 4.6.3

This commit is contained in:
2026-06-03 16:46:16 -04:00
parent 693145fd69
commit 60091932bd
+32 -54
View File
@@ -1,78 +1,56 @@
extends CharacterBody3D
class_name PlayerMovementController
## PlayerMovementController — root node for all player 3D locomotion.
## Attach to a CharacterBody3D with a CollisionShape3D.
## States are expected to be children: state_ground, state_air,
## state_wall_run, state_wall_cling, state_slide, state_dash.
signal chain_updated(count: int, bonus: float)
@export var params: MovementParams = preload("res://movement/movement_params.gd").new()
var machine: MovementStateMachine
var jump_buffered: bool = false
var _ready_ran: bool = false
var _machine: MovementStateMachine = null
# ── Helpers ───────────────────────────────────────────────────────────────────
func _ensure_machine() -> MovementStateMachine:
if typeof(_machine) != TYPE_NIL and is_instance_valid(_machine):
return _machine as MovementStateMachine
var candidates := [
get_node("MovementStateMachine") if has_node("MovementStateMachine") else null,
_machine if is_instance_valid(_machine) and _machine.has_method("register_chain_mechanic") else null,
]
for c in candidates:
if c and (c is MovementStateMachine or (c.has_method("switch_to") and c.has_method("register_chain_mechanic"))):
_machine = c
if is_instance_valid(_machine):
return _machine
if has_node("MovementStateMachine"):
_machine = $MovementStateMachine
if _machine is MovementStateMachine:
return _machine
_machine = null
return null
# ── Input references ─────────────────────────────────────────────────────────
func _unhandled_input(event: InputEvent) -> void:
if event.is_action_pressed("ui_accept"):
# Space / jump
pass
var node := _ensure_machine()
if not node:
var sm := _ensure_machine()
if not sm:
return
node.input_jump_just_pressed = Input.is_action_just_pressed("jump")
node.input_jump_pressed = Input.is_action_pressed("jump")
node.input_sprint = Input.is_action_pressed("sprint")
node.input_crouch = Input.is_action_pressed("crouch")
node.input_dash = Input.is_action_just_pressed("dash")
var input_v := Input.get_vector("move_left", "move_right", "move_forward", "move_back")
node.input_dir = input_v
@onready var _machine = get_node("MovementStateMachine")
sm.input_jump_just_pressed = Input.is_action_just_pressed("jump")
sm.input_jump_pressed = Input.is_action_pressed("jump")
sm.input_sprint = Input.is_action_pressed("sprint")
sm.input_crouch = Input.is_action_pressed("crouch")
sm.input_dash = Input.is_action_just_pressed("dash")
sm.input_dir = Input.get_vector("move_left", "move_right", "move_forward", "move_back")
func _ready() -> void:
if _ready_ran:
return
_ready_ran = true
var node := _ensure_machine()
if node:
var sm := node
var sm := _ensure_machine()
if sm:
sm.player = self
sm.params = params
# Mirror signal up
sm.movement_event.connect(func(ev, data):
if ev == "chain_updated":
chain_updated.emit(data.count, data.bonus)
)
sm.movement_event.connect(_on_movement_event)
func _process(_delta: float) -> void:
var node := _ensure_machine()
if not node:
var sm := _ensure_machine()
if not sm:
return
# Keep one consistent source of truth for inputs
node.input_jump_just_pressed = Input.is_action_just_pressed("jump") and not node.input_jump_pressed
node.input_jump_pressed = Input.is_action_pressed("jump")
node.input_sprint = Input.is_action_pressed("sprint")
node.input_crouch = Input.is_action_pressed("crouch")
node.input_dash = Input.is_action_just_pressed("dash") and not node.input_dash
node.input_dir = Input.get_vector("move_left", "move_right", "move_forward", "move_back")
sm.input_jump_just_pressed = Input.is_action_just_pressed("jump") and not sm.input_jump_pressed
sm.input_jump_pressed = Input.is_action_pressed("jump")
sm.input_sprint = Input.is_action_pressed("sprint")
sm.input_crouch = Input.is_action_pressed("crouch")
sm.input_dash = Input.is_action_just_pressed("dash") and not sm.input_dash
sm.input_dir = Input.get_vector("move_left", "move_right", "move_forward", "move_back")
func _on_movement_event(ev: String, data: Dictionary) -> void:
if ev == "chain_updated":
chain_updated.emit(data.count, data.bonus)