Update Villager.gd

This commit is contained in:
ncusimano 2023-08-19 18:36:00 -06:00
parent 9c90404a7f
commit 5ef736efc2
1 changed files with 15 additions and 6 deletions

View File

@ -1,8 +1,8 @@
extends CharacterBody3D
var rng = RandomNumberGenerator.new()
@export var target_location_xz = global_transform.origin * Vector3(1, 0, 1)
@export var location_xz = global_transform.origin * Vector3(1, 0, 1)
@export var target_location_xz = transform.origin * Vector3(1, 0, 1)
@export var location_xz = transform.origin * Vector3(1, 0, 1)
@export var target_direction_xz = (transform.basis * Vector3(1, 0, 1)).normalized()
@export var direction_xz = (transform.basis * Vector3(1, 0, 1)).normalized()
var task = "idle"
@ -29,7 +29,7 @@ func _ready():
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
location_xz = global_transform.origin * Vector3(1, 0, 1)
location_xz = transform.origin * Vector3(1, 0, 1)
direction_xz = (transform.basis * Vector3(1, 0, 1)).normalized()
match task:
@ -39,7 +39,7 @@ func _process(delta):
# 3% chance to walk somewhere.
if task <= walk_chance:
task = "walk"
target_location_xz = global_transform.origin * Vector3(1, 0, 1) + (direction_xz * 16)
target_location_xz = transform.origin * Vector3(1, 0, 1) + (direction_xz * 16)
# 6% chance to rotate.
elif task > walk_chance and task <= (walk_chance + spin_chance):
task = "spin"
@ -65,7 +65,12 @@ func _process(delta):
task = "idle"
"spin":
task = "idle"
# Continue to correct direction to within a margin of dir_accuracy degrees.
if direction_xz.angle_to(target_direction_xz) >= dir_accuracy:
# Rotate towards destination at specified percentage rate.
rotate_y(direction_xz.angle_to(target_direction_xz) * dir_correction_rate)
else:
task = "idle"
@ -75,8 +80,12 @@ func _physics_process(delta):
velocity.y -= gravity * delta
# Walk to target location.
if location_xz.distance_to(target_location_xz) > (Vector2(direction_xz.x, direction_xz.z) * walk_speed).length():
if (location_xz.distance_to(target_location_xz) > walk_speed) and task == "walk":
velocity.x = direction_xz.x * walk_speed
velocity.z = direction_xz.z * walk_speed
else:
velocity.x = 0
velocity.z = 0
move_and_slide()