- 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
61 lines
1.9 KiB
GDScript
61 lines
1.9 KiB
GDScript
extends Node
|
|
class_name StateSlide
|
|
|
|
var machine: MovementStateMachine
|
|
var params: MovementParams:
|
|
get: return machine.params
|
|
|
|
var elapsed: float = 0.0
|
|
|
|
|
|
func enter(_data: Dictionary = {}) -> void:
|
|
elapsed = 0.0
|
|
machine.register_chain_mechanic("slide")
|
|
# Lower player capsule
|
|
var player_node = machine.player
|
|
var shape: CapsuleShape3D = machine.player.shape_owner_get_shape(0, 0)
|
|
if shape:
|
|
shape.height = shape.height * 0.5
|
|
|
|
|
|
func exit() -> void:
|
|
pass
|
|
|
|
|
|
func update(delta: float) -> void:
|
|
elapsed += delta
|
|
var vel: Vector3 = machine.player.velocity
|
|
var forward: Vector3 = -machine.player.global_transform.basis.z
|
|
if forward.length_squared() > 1.0:
|
|
forward = forward.normalized()
|
|
vel.x = forward.x * params.slide_speed * machine.get_effective_speed(1.0)
|
|
vel.z = forward.z * params.slide_speed * machine.get_effective_speed(1.0)
|
|
vel.x *= pow(params.slide_friction, delta)
|
|
vel.z *= pow(params.slide_friction, delta)
|
|
machine.player.velocity = vel
|
|
machine.player.move_and_slide()
|
|
|
|
if machine.player.is_on_floor():
|
|
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 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 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 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")
|