Update Villager.gd
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@ -13,8 +13,8 @@ var task = "idle"
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@export var walk_speed = 0.5
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# Rate at which character corrects their direction after going off course (percentage).
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@export var dir_correction_rate = 0.95
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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 = 0.50
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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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@ -36,17 +36,17 @@ func _process(delta):
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"idle":
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task = rng.randf_range(0, 100)
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# 3% chance to walk somewhere.
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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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target_location_xz = global_transform.origin * Vector3(1, 0, 1) + (direction_xz * 16)
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# 6% chance to rotate.
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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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var rotation_angle = rng.randf_range(-2*PI, 2*PI)
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var rotation_vector = Vector3(cos(rotation_angle), 0, sin(rotation_angle))
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target_direction_xz = direction_xz + rotation_vector
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# 90% chance to idle.
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# Chance to idle.
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elif task > (spin_chance + walk_chance):
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task = "idle"
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@ -57,7 +57,7 @@ func _process(delta):
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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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rotate_y(direction_xz.angle_to(target_direction_xz) * spin_speed)
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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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target_direction_xz = direction_xz
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@ -65,10 +65,13 @@ func _process(delta):
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task = "idle"
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"spin":
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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) * spin_speed)
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else:
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task = "idle"
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func _physics_process(delta):
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# Add the gravity.
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if not is_on_floor():
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