fix: resolve GDScript parse errors in movement states

- state_dash.gd: Basis*Vector4 → Basis*Vector3 (no Vec4 in Godot 4.2)
- state_ground.gd: shape_owner_get_shape(0) → (0, 0); typed Variant vars; typed ray/normal
- state_slide.gd: same shape API fix + unique shape vars per branch
- state_wall_run.gd: split 'and' line into single typed bool expression
This commit is contained in:
2026-06-02 23:15:20 -04:00
parent 202f67fa32
commit 6cac1f4032
4 changed files with 17 additions and 17 deletions
+2 -2
View File
@@ -18,10 +18,10 @@ func enter(_data: Dictionary = {}) -> void:
if wish_dir.length_squared() > 0.0:
direction = wish_dir.normalized()
else:
direction = -machine.player.global_transform.basis.z.normalized()
direction = -machine.player.global_transform.basis.z
direction.y = 0.0
direction = direction.normalized()
direction = (machine.player.global_transform.basis * Vector4(direction.x, 0.0, direction.y, 0.0)).normalized()
direction = (machine.player.global_transform.basis * Vector3(direction.x, 0.0, direction.y)).normalized()
machine.register_chain_mechanic("dash")
machine.player.velocity = direction * machine.get_effective_speed(params.dash_speed)
machine.on_ground = false