96 lines
2.6 KiB
GDScript
96 lines
2.6 KiB
GDScript
extends State
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class_name NpcChase
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signal chase_start
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signal chase_end
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signal lost_track
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var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
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@export var parent: CharacterBody3D
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@export var speed : int = 3
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var vy : float
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@export var navigation_agent: NavigationAgent3D
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@onready var last_position: Marker3D = $LastPos
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@export var raycaster: Node3D
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var next_path_position: Vector3
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var current_agent_position: Vector3
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var sfx_lost_track_played: bool = false
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func _ready():
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set_physics_process(false)
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call_deferred("actor_setup")
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Harbinger.subscribe("npc_reset", reset)
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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 Enter():
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chase_start.emit()
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parent.velocity.x = 0
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parent.velocity.z = 0
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last_position.global_position = raycaster.prop_last_pos
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navigation_agent.set_target_position(last_position.global_position)
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raycaster.use_chase_profile()
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func Exit():
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chase_end.emit()
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func Update(delta):
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DebugOverlay.display({ last_pos = last_position.global_position}, self)
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func get_next_move(delta):
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navigation_agent.set_target_position(last_position.global_position)
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current_agent_position = parent.position
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next_path_position = navigation_agent.get_next_path_position()
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parent.velocity = current_agent_position.direction_to(next_path_position) * speed
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func Physics_Update(delta):
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if !parent.is_on_floor():
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parent.velocity.y -= gravity * delta
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vy = parent.velocity.y
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if raycaster.line_of_sight:
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last_position.global_position = raycaster.prop_last_pos
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sfx_lost_track_played = false
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elif raycaster.detected < 0.1:
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#switch to idling
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Transitioned.emit(self, "PatrolState")
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#temp set movement to farts
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parent.velocity = Vector3.ZERO
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return
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get_next_move(delta)
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if (
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!sfx_lost_track_played
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&& navigation_agent.is_navigation_finished()
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&& !raycaster.line_of_sight
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):
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sfx_lost_track_played = true
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lost_track.emit()
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#rotation
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var to_next_path_pos_local: = parent.to_local(next_path_position)
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if to_next_path_pos_local.length_squared() > 0.25:
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var angle: = Vector3.FORWARD.signed_angle_to(to_next_path_pos_local, Vector3.UP)
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var slerp_rate: float = clamp(8.0 * (0.25 + 0.5 * (cos(angle) + 1.0)) * delta, 0.0, 1.0)
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var new_rotation_y: = lerp_angle(parent.rotation.y, parent.rotation.y + angle, slerp_rate)
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# prevent jitter/wiggle at low physics framerates
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if abs(angle_difference(parent.rotation.y, new_rotation_y)) > abs(angle):
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new_rotation_y = parent.rotation.y + angle
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parent.rotation.y = new_rotation_y
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parent.velocity.y = vy
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func reset(_p) -> void:
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sfx_lost_track_played = false
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