Update Villager.gd
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@ -1,8 +1,8 @@
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extends CharacterBody3D
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var rng = RandomNumberGenerator.new()
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@export var target_location_xz = global_transform.origin * Vector3(1, 0, 1)
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@export var location_xz = global_transform.origin * Vector3(1, 0, 1)
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@export var target_location_xz = transform.origin * Vector3(1, 0, 1)
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@export var location_xz = transform.origin * Vector3(1, 0, 1)
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@export var target_direction_xz = (transform.basis * Vector3(1, 0, 1)).normalized()
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@export var direction_xz = (transform.basis * Vector3(1, 0, 1)).normalized()
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var task = "idle"
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@ -29,7 +29,7 @@ func _ready():
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta):
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location_xz = global_transform.origin * Vector3(1, 0, 1)
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location_xz = transform.origin * Vector3(1, 0, 1)
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direction_xz = (transform.basis * Vector3(1, 0, 1)).normalized()
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match task:
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@ -39,7 +39,7 @@ func _process(delta):
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# 3% chance to walk somewhere.
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if task <= walk_chance:
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task = "walk"
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target_location_xz = global_transform.origin * Vector3(1, 0, 1) + (direction_xz * 16)
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target_location_xz = transform.origin * Vector3(1, 0, 1) + (direction_xz * 16)
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# 6% chance to rotate.
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elif task > walk_chance and task <= (walk_chance + spin_chance):
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task = "spin"
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@ -65,6 +65,11 @@ func _process(delta):
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task = "idle"
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"spin":
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# Continue to correct direction to within a margin of dir_accuracy degrees.
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if direction_xz.angle_to(target_direction_xz) >= dir_accuracy:
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# Rotate towards destination at specified percentage rate.
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rotate_y(direction_xz.angle_to(target_direction_xz) * dir_correction_rate)
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else:
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task = "idle"
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@ -75,8 +80,12 @@ func _physics_process(delta):
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velocity.y -= gravity * delta
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# Walk to target location.
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if location_xz.distance_to(target_location_xz) > (Vector2(direction_xz.x, direction_xz.z) * walk_speed).length():
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if (location_xz.distance_to(target_location_xz) > walk_speed) and task == "walk":
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velocity.x = direction_xz.x * walk_speed
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velocity.z = direction_xz.z * walk_speed
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else:
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velocity.x = 0
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velocity.z = 0
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move_and_slide()
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