parent
0633136cf9
commit
8dad9b406c
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@ -1,10 +1,26 @@
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extends Node3D
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var rng = RandomNumberGenerator.new()
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var spin_amount = 0
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var spinning = false
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var wait_time = 0
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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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# Percentage chances of the character performing certain actions while idle.
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@export var walk_chance = 0.5
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@export var spin_chance = 0.8
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@export var walk_speed = 1
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# Rate at which character corrects their direction after going off course (decimal percentage).
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@export var spin_speed = 0.90
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# Margin of accuracy to which the character will correct their direction when off course (radians).
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@export var dir_accuracy = deg_to_rad(0.1)
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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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# Called when the node enters the scene tree for the first time.
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func _ready():
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@ -13,15 +29,21 @@ 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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var task = "idle"
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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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"idle":
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task = rng.randi_range(0, 100)
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if task <= 33:
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target_location_xz = location_xz
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# Chance to walk somewhere.
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if task <= walk_chance:
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task = "walk"
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elif task > 33 and task <= 50:
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target_location_xz = transform.origin * Vector3(1, 0, 1) + (direction_xz * 4)
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# 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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elif task > 50:
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task = "wait"
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@ -51,5 +73,12 @@ func _process(delta):
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task = "idle"
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wait_time = 0
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# Walk to target location.
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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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