97 lines
2.6 KiB
GDScript
97 lines
2.6 KiB
GDScript
extends CharacterBody3D
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@export var speed = 5.0
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@export var acceleration = 20.0
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@export var rotation_speed: = 10.0
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var next_path_position: Vector3
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var current_agent_position: Vector3 = global_position
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@onready var navigation_agent: NavigationAgent3D = $NavigationAgent3D
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@onready var raycaster: Node3D = $BasicEmployee
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@onready var route: Node = $"Patrol"
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@export var freeze_time: float = 5.0 #i think this is in seconds?
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@export var loop: bool = true
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var target: Marker3D
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var index: int = 0
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var growing: bool = true
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# Get the gravity from the project settings to be synced with RigidBody nodes.
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var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
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var vy: float
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func _ready():
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set_physics_process(false)
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# These values need to be adjusted for the actor's speed
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# and the navigation layout.
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navigation_agent.path_desired_distance = 0.5
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navigation_agent.target_desired_distance = 0.5
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# Make sure to not await during _ready.
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call_deferred("actor_setup")
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func actor_setup():
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# Wait for the first physics frame so the NavigationServer can sync.
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await get_tree().physics_frame
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set_physics_process(true)
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func set_movement_target(movement_target: Vector3):
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#keeping this in to add rotation logic maybe?
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navigation_agent.set_target_position(movement_target)
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func move_toward_target(delta, target):
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if navigation_agent.is_navigation_finished():
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set_movement_target(target.global_position)
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current_agent_position = global_position
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next_path_position = navigation_agent.get_next_path_position()
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velocity = current_agent_position.direction_to(next_path_position) * speed
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func select_target():
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target = route.get_child(index)
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#await get_tree().create_timer(freeze_time).timeout
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if growing:
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index += 1
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else:
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index -= 1
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if loop:
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# we are looping, we can go 0-n again
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if index > route.get_child_count() - 1:
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index = 0
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else :
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#we aren't, we need to switch direction
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if index > route.get_child_count() - 1:
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index -= 2
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growing = false
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if index < 0:
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index += 2
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growing = true
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func _physics_process(delta):
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#route and loop to select next target
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if navigation_agent.is_navigation_finished():
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#await get_tree().create_timer(freeze_time).timeout
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select_target()
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move_toward_target(delta,target)
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return
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# calculate jumping, and remember the y velocity, then do x,z calculations
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if !is_on_floor():
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velocity.y -= gravity * delta
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vy = velocity.y
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move_toward_target(delta,target)
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velocity.y = vy
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#add some nice lerping to this?
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#because idk how to lerp this stuff
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if (position - next_path_position).length() > 0.5:
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look_at(next_path_position,Vector3.UP)
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move_and_slide()
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