Push
This commit is contained in:
parent
8dad9b406c
commit
8abfb91237
Binary file not shown.
|
@ -1,4 +1,4 @@
|
|||
extends Node3D
|
||||
extends CharacterBody3D
|
||||
|
||||
var rng = RandomNumberGenerator.new()
|
||||
@export var target_location_xz = transform.origin * Vector3(1, 0, 1)
|
||||
|
@ -8,13 +8,13 @@ var rng = RandomNumberGenerator.new()
|
|||
var task = "idle"
|
||||
|
||||
# Percentage chances of the character performing certain actions while idle.
|
||||
@export var walk_chance = 0.5
|
||||
@export var spin_chance = 0.8
|
||||
@export var walk_chance = 0.1
|
||||
@export var spin_chance = 0.2
|
||||
|
||||
@export var walk_speed = 1
|
||||
@export var walk_speed = 0.5
|
||||
|
||||
# Rate at which character corrects their direction after going off course (decimal percentage).
|
||||
@export var spin_speed = 0.90
|
||||
# Rate at which character corrects their direction after going off course (percentage).
|
||||
@export var dir_correction_rate = 0.95
|
||||
|
||||
# Margin of accuracy to which the character will correct their direction when off course (radians).
|
||||
@export var dir_accuracy = deg_to_rad(0.1)
|
||||
|
@ -24,54 +24,60 @@ var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
|
|||
|
||||
# Called when the node enters the scene tree for the first time.
|
||||
func _ready():
|
||||
pass # Replace with function body.
|
||||
pass
|
||||
|
||||
|
||||
# Called every frame. 'delta' is the elapsed time since the previous frame.
|
||||
func _process(delta):
|
||||
func _process(_delta):
|
||||
location_xz = transform.origin * Vector3(1, 0, 1)
|
||||
direction_xz = (transform.basis * Vector3(1, 0, 1)).normalized()
|
||||
|
||||
match task:
|
||||
"idle":
|
||||
task = rng.randi_range(0, 100)
|
||||
task = rng.randf_range(0, 100)
|
||||
|
||||
target_location_xz = location_xz
|
||||
|
||||
# Chance to walk somewhere.
|
||||
# 3% chance to walk somewhere.
|
||||
if task <= walk_chance:
|
||||
task = "walk"
|
||||
target_location_xz = transform.origin * Vector3(1, 0, 1) + (direction_xz * 4)
|
||||
# Chance to rotate.
|
||||
# 6% chance to rotate.
|
||||
elif task > walk_chance and task <= (walk_chance + spin_chance):
|
||||
task = "spin"
|
||||
elif task > 50:
|
||||
task = "wait"
|
||||
var rotation_angle = rng.randf_range(-2*PI, 2*PI)
|
||||
var rotation_vector = Vector3(cos(rotation_angle), 0, sin(rotation_angle))
|
||||
target_direction_xz = direction_xz + rotation_vector
|
||||
# 90% chance to idle.
|
||||
elif task > (spin_chance + walk_chance):
|
||||
task = "idle"
|
||||
|
||||
"walk":
|
||||
pass
|
||||
# Get the direction to the target in z-x plane.
|
||||
target_direction_xz = (location_xz.direction_to(target_location_xz) * Vector3(1, 0, 1)).normalized()
|
||||
|
||||
# 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)
|
||||
|
||||
if location_xz.distance_to(target_location_xz) <= (Vector2(direction_xz.x, direction_xz.z) * walk_speed).length():
|
||||
target_direction_xz = direction_xz
|
||||
target_location_xz = location_xz
|
||||
task = "idle"
|
||||
|
||||
"spin":
|
||||
if !spinning:
|
||||
var spin_amount = rng.randi_range(-360, 360)
|
||||
spinning = true
|
||||
|
||||
if spin_amount > 0:
|
||||
rotate_y(5)
|
||||
spin_amount -= 5
|
||||
elif spin_amount < 0:
|
||||
rotate_y(-5)
|
||||
spin_amount += 5
|
||||
# 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"
|
||||
spinning = false
|
||||
|
||||
"wait":
|
||||
# Idle Animation goes here!
|
||||
wait_time += 1
|
||||
if wait_time == 100:
|
||||
task = "idle"
|
||||
wait_time = 0
|
||||
|
||||
|
||||
|
||||
func _physics_process(delta):
|
||||
# Add the gravity.
|
||||
if not is_on_floor():
|
||||
velocity.y -= gravity * delta
|
||||
|
||||
# Walk to target location.
|
||||
if (location_xz.distance_to(target_location_xz) > walk_speed) and task == "walk":
|
||||
|
|
Loading…
Reference in New Issue