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
+10 -10
View File
@@ -13,7 +13,7 @@ func enter(_data: Dictionary = {}) -> void:
machine.register_chain_mechanic("slide")
# Lower player capsule
var player_node = machine.player
var shape: CapsuleShape3D = player_node.shape_owner_get_shape(0)
var shape: CapsuleShape3D = machine.player.shape_owner_get_shape(0, 0)
if shape:
shape.height = shape.height * 0.5
@@ -39,22 +39,22 @@ func update(delta: float) -> void:
machine.on_ground = true
var speed := Vector3(vel.x, 0.0, vel.z).length()
if speed < params.slide_min_speed or elapsed > params.slide_duration:
var shape: CapsuleShape3D = machine.player.shape_owner_get_shape(0)
if shape:
shape.height = shape.height * 2.0
var end_shape: CapsuleShape3D = machine.player.shape_owner_get_shape(0, 0)
if end_shape:
end_shape.height = end_shape.height * 2.0
machine.register_chain_mechanic("slide_end")
machine.switch_to("ground")
return
else:
var shape2: CapsuleShape3D = machine.player.shape_owner_get_shape(0)
if shape2:
shape2.height = shape2.height * 2.0
var fall_shape: CapsuleShape3D = machine.player.shape_owner_get_shape(0, 0)
if fall_shape:
fall_shape.height = fall_shape.height * 2.0
machine.on_ground = false
machine.switch_to("air")
if not machine.input_crouch or not machine.input_sprint:
var shape3: CapsuleShape3D = machine.player.shape_owner_get_shape(0)
if shape3:
shape3.height = shape3.height * 2.0
var cancel_shape: CapsuleShape3D = machine.player.shape_owner_get_shape(0, 0)
if cancel_shape:
cancel_shape.height = cancel_shape.height * 2.0
machine.register_chain_mechanic("slide_cancel")
machine.switch_to("ground")