Merge remote-tracking branch 'origin/Player'
This commit is contained in:
commit
9c90404a7f
|
@ -154,7 +154,7 @@ transform = Transform3D(0.065, 0, 0, 0, 0.065, 0, 0, 0, 0.065, 0, 0, 0)
|
||||||
script = ExtResource("2_ksje8")
|
script = ExtResource("2_ksje8")
|
||||||
|
|
||||||
[node name="Skeleton3D" parent="rig" index="0"]
|
[node name="Skeleton3D" parent="rig" index="0"]
|
||||||
bones/0/rotation = Quaternion(0.0861766, 0, 0, 0.99628)
|
bones/0/rotation = Quaternion(0.10507, 0, 0, 0.994465)
|
||||||
bones/1/rotation = Quaternion(-0.0891896, 1.18734e-07, -1.06322e-08, 0.996015)
|
bones/1/rotation = Quaternion(-0.0891896, 1.18734e-07, -1.06322e-08, 0.996015)
|
||||||
bones/2/rotation = Quaternion(0.0133933, -1.19199e-07, 1.5966e-09, 0.99991)
|
bones/2/rotation = Quaternion(0.0133933, -1.19199e-07, 1.5966e-09, 0.99991)
|
||||||
bones/3/rotation = Quaternion(-0.00997737, 0.100365, -0.694951, 0.711948)
|
bones/3/rotation = Quaternion(-0.00997737, 0.100365, -0.694951, 0.711948)
|
||||||
|
|
|
@ -1,6 +1,5 @@
|
||||||
extends CharacterBody3D
|
extends CharacterBody3D
|
||||||
|
|
||||||
|
|
||||||
const SPEED = 5.0
|
const SPEED = 5.0
|
||||||
const JUMP_VELOCITY = 4.5
|
const JUMP_VELOCITY = 4.5
|
||||||
@export var horiz_sens = 0.25
|
@export var horiz_sens = 0.25
|
||||||
|
@ -26,6 +25,7 @@ func _process(_delta):
|
||||||
func _input(event):
|
func _input(event):
|
||||||
# Handle the rotation of the camera using mouse movement.
|
# Handle the rotation of the camera using mouse movement.
|
||||||
if event is InputEventMouseMotion:
|
if event is InputEventMouseMotion:
|
||||||
|
# Side to side, first player object then player visuals.
|
||||||
rotate_y(deg_to_rad(-event.relative.x * horiz_sens))
|
rotate_y(deg_to_rad(-event.relative.x * horiz_sens))
|
||||||
$CameraMount.rotate_x(deg_to_rad(-event.relative.y * vert_sens))
|
$CameraMount.rotate_x(deg_to_rad(-event.relative.y * vert_sens))
|
||||||
$grape_man.rotate_y(deg_to_rad(event.relative.x * horiz_sens))
|
$grape_man.rotate_y(deg_to_rad(event.relative.x * horiz_sens))
|
||||||
|
|
|
@ -1,55 +1,82 @@
|
||||||
extends Node3D
|
extends CharacterBody3D
|
||||||
|
|
||||||
var rng = RandomNumberGenerator.new()
|
var rng = RandomNumberGenerator.new()
|
||||||
var spin_amount = 0
|
@export var target_location_xz = global_transform.origin * Vector3(1, 0, 1)
|
||||||
var spinning = false
|
@export var location_xz = global_transform.origin * Vector3(1, 0, 1)
|
||||||
var wait_time = 0
|
@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"
|
||||||
|
|
||||||
|
# Percentage chances of the character performing certain actions while idle.
|
||||||
|
@export var walk_chance = 0.1
|
||||||
|
@export var spin_chance = 0.2
|
||||||
|
|
||||||
|
@export var walk_speed = 0.5
|
||||||
|
|
||||||
|
# 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)
|
||||||
|
|
||||||
|
# Get the gravity from the project settings to be synced with RigidBody nodes.
|
||||||
|
var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
|
||||||
|
|
||||||
# Called when the node enters the scene tree for the first time.
|
# Called when the node enters the scene tree for the first time.
|
||||||
func _ready():
|
func _ready():
|
||||||
pass # Replace with function body.
|
pass
|
||||||
|
|
||||||
|
|
||||||
# Called every frame. 'delta' is the elapsed time since the previous frame.
|
# Called every frame. 'delta' is the elapsed time since the previous frame.
|
||||||
func _process(delta):
|
func _process(delta):
|
||||||
var task = "idle"
|
location_xz = global_transform.origin * Vector3(1, 0, 1)
|
||||||
|
direction_xz = (transform.basis * Vector3(1, 0, 1)).normalized()
|
||||||
|
|
||||||
match task:
|
match task:
|
||||||
"idle":
|
"idle":
|
||||||
task = rng.randi_range(0, 100)
|
task = rng.randf_range(0, 100)
|
||||||
|
|
||||||
if task <= 33:
|
# 3% chance to walk somewhere.
|
||||||
|
if task <= walk_chance:
|
||||||
task = "walk"
|
task = "walk"
|
||||||
elif task > 33 and task <= 50:
|
target_location_xz = global_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"
|
task = "spin"
|
||||||
elif task > 50:
|
var rotation_angle = rng.randf_range(-2*PI, 2*PI)
|
||||||
task = "wait"
|
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":
|
"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":
|
"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
|
|
||||||
else:
|
|
||||||
task = "idle"
|
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) > (Vector2(direction_xz.x, direction_xz.z) * walk_speed).length():
|
||||||
|
velocity.x = direction_xz.x * walk_speed
|
||||||
|
velocity.z = direction_xz.z * walk_speed
|
||||||
|
|
||||||
|
move_and_slide()
|
||||||
|
|
|
@ -6,13 +6,11 @@
|
||||||
|
|
||||||
[sub_resource type="CapsuleMesh" id="CapsuleMesh_b3srs"]
|
[sub_resource type="CapsuleMesh" id="CapsuleMesh_b3srs"]
|
||||||
|
|
||||||
[node name="Node3D" type="Node3D"]
|
[node name="Villager" type="CharacterBody3D"]
|
||||||
script = ExtResource("1_ardgw")
|
script = ExtResource("1_ardgw")
|
||||||
|
|
||||||
[node name="RigidBody3D" type="RigidBody3D" parent="."]
|
[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
|
||||||
|
|
||||||
[node name="CollisionShape3D" type="CollisionShape3D" parent="RigidBody3D"]
|
|
||||||
shape = SubResource("CapsuleShape3D_s4x8n")
|
shape = SubResource("CapsuleShape3D_s4x8n")
|
||||||
|
|
||||||
[node name="MeshInstance3D" type="MeshInstance3D" parent="RigidBody3D/CollisionShape3D"]
|
[node name="MeshInstance3D" type="MeshInstance3D" parent="CollisionShape3D"]
|
||||||
mesh = SubResource("CapsuleMesh_b3srs")
|
mesh = SubResource("CapsuleMesh_b3srs")
|
||||||
|
|
Loading…
Reference in New Issue