#***************************************************************************** # @author MakerYang # @site mir2.makeryang.com #***************************************************************************** extends StateAction # 玩家节点 @export var player:Player # 状态锁 var status_lock:bool func _ready() -> void: # 初始化玩家节点 player = get_parent().get_parent() # 进入状态 func enter() -> void: super.enter() print("[player:action:attack:enter]") status_lock = true player.player_action = "attack" player.player_move_status = false player.player_move_speed = 0 player.player_move_step = 0 # 退出状态 func exit() -> void: super.exit() print("[player:action:attack:exit]") state_machine.change_action("Stand") # 渲染帧更新 func process_update(_delta: float) -> void: super.process_update(_delta) # 物理帧更新 func physics_process_update(_delta: float) -> void: super.physics_process_update(_delta) # 更新玩家动作 player.update_player_action() # 动作处理 if Event.get_key() != "Shift": status_lock = false if !status_lock and player.player_clothe.frame == 5: exit()