complete move patterns

This commit is contained in:
2025-09-13 18:57:11 +02:00
parent e6cdb26ee0
commit 925b7004c0
2 changed files with 9 additions and 8 deletions

View File

@ -431,6 +431,12 @@ to = NodePath("../Dashing/ToWeaponDash")
event = &"weapon_dash" event = &"weapon_dash"
delay_in_seconds = "0.0" delay_in_seconds = "0.0"
[node name="ToPlantedWeapon" type="Node" parent="StateChart/Root/Movement"]
script = ExtResource("28_n7qhm")
to = NodePath("../OnWall/Hanging")
event = &"to_planted"
delay_in_seconds = "0.0"
[node name="Mantling" type="Node" parent="StateChart/Root/Movement"] [node name="Mantling" type="Node" parent="StateChart/Root/Movement"]
script = ExtResource("27_34snm") script = ExtResource("27_34snm")
@ -511,12 +517,6 @@ script = ExtResource("27_34snm")
[node name="ToWeaponDash" type="Node" parent="StateChart/Root/Movement/Dashing"] [node name="ToWeaponDash" type="Node" parent="StateChart/Root/Movement/Dashing"]
script = ExtResource("27_34snm") script = ExtResource("27_34snm")
[node name="ToPlantedWeapon" type="Node" parent="StateChart/Root/Movement/Dashing/ToWeaponDash"]
script = ExtResource("28_n7qhm")
to = NodePath("../../../OnWall/Hanging")
event = &"to_planted"
delay_in_seconds = "0.0"
[node name="Grounded" type="Node" parent="StateChart/Root/Movement"] [node name="Grounded" type="Node" parent="StateChart/Root/Movement"]
script = ExtResource("27_34snm") script = ExtResource("27_34snm")
@ -627,7 +627,7 @@ delay_in_seconds = "0.0"
[node name="OnJump" type="Node" parent="StateChart/Root/Movement/OnWall"] [node name="OnJump" type="Node" parent="StateChart/Root/Movement/OnWall"]
script = ExtResource("28_n7qhm") script = ExtResource("28_n7qhm")
to = NodePath("../../Jump/DoubleJump") to = NodePath("../../Jump/SimpleJump")
event = &"jump" event = &"jump"
delay_in_seconds = "0.0" delay_in_seconds = "0.0"

View File

@ -195,6 +195,7 @@ public partial class PlayerController : CharacterBody3D
private StateChartState _onWallHugging; private StateChartState _onWallHugging;
private StateChartState _onWallHanging; private StateChartState _onWallHanging;
private StateChartState _falling; private StateChartState _falling;
private StateChartState _to_weapon_dash;
private Transition _onJumpFromWall; private Transition _onJumpFromWall;
private Transition _onMegajumpFromWall; private Transition _onMegajumpFromWall;
@ -282,6 +283,7 @@ public partial class PlayerController : CharacterBody3D
_megaJump = StateChartState.Of(GetNode("StateChart/Root/Movement/Jump/MegaJump")); _megaJump = StateChartState.Of(GetNode("StateChart/Root/Movement/Jump/MegaJump"));
_doubleJumpEnabled = StateChartState.Of(GetNode("StateChart/Root/Movement/Airborne/DoubleJumpEnabled")); _doubleJumpEnabled = StateChartState.Of(GetNode("StateChart/Root/Movement/Airborne/DoubleJumpEnabled"));
_falling = StateChartState.Of(GetNode("StateChart/Root/Movement/Airborne/Falling")); _falling = StateChartState.Of(GetNode("StateChart/Root/Movement/Airborne/Falling"));
_to_weapon_dash = StateChartState.Of(GetNode("StateChart/Root/Movement/Dashing/ToWeaponDash"));
_onWall = StateChartState.Of(GetNode("StateChart/Root/Movement/OnWall")); _onWall = StateChartState.Of(GetNode("StateChart/Root/Movement/OnWall"));
_onJumpFromWall = Transition.Of(GetNode("StateChart/Root/Movement/OnWall/OnJump")); _onJumpFromWall = Transition.Of(GetNode("StateChart/Root/Movement/OnWall/OnJump"));
_onMegajumpFromWall = Transition.Of(GetNode("StateChart/Root/Movement/OnWall/OnMegajump")); _onMegajumpFromWall = Transition.Of(GetNode("StateChart/Root/Movement/OnWall/OnMegajump"));
@ -428,7 +430,6 @@ public partial class PlayerController : CharacterBody3D
} }
public void HandleWallHanging(float delta) public void HandleWallHanging(float delta)
{ {
GD.Print("Hanging");
WallHang(delta); WallHang(delta);
} }