Updates to Villager and Update to Main
This commit is contained in:
		
							parent
							
								
									e52f893517
								
							
						
					
					
						commit
						a8465d9962
					
				
					 3 changed files with 63 additions and 54 deletions
				
			
		| 
						 | 
					@ -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
 | 
				
			||||||
| 
						 | 
					@ -13,9 +12,6 @@ var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
 | 
				
			||||||
 | 
					
 | 
				
			||||||
func _ready():
 | 
					func _ready():
 | 
				
			||||||
	Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
 | 
						Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
 | 
				
			||||||
	playerCam = get_node("CameraMount") as Node3D
 | 
					 | 
				
			||||||
	playerVisuals = get_node("grape_man") as Node3D
 | 
					 | 
				
			||||||
	
 | 
					 | 
				
			||||||
	
 | 
						
 | 
				
			||||||
func _process(delta):
 | 
					func _process(delta):
 | 
				
			||||||
	# Brings your mouse out of the window if you press escape. Add pause screen function here?
 | 
						# Brings your mouse out of the window if you press escape. Add pause screen function here?
 | 
				
			||||||
| 
						 | 
					@ -28,7 +24,7 @@ func _input(event):
 | 
				
			||||||
	if event is InputEventMouseMotion:
 | 
						if event is InputEventMouseMotion:
 | 
				
			||||||
		# Side to side, first player object then player visuals.
 | 
							# 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))
 | 
				
			||||||
		playerVisuals.rotate_y(deg_to_rad(event.relative.x * horiz_sens))
 | 
							$grape_man.rotate_y(deg_to_rad(event.relative.x * horiz_sens))
 | 
				
			||||||
		
 | 
							
 | 
				
			||||||
		# Vertical camera rotation.
 | 
							# Vertical camera rotation.
 | 
				
			||||||
		playerCam.rotate_x(deg_to_rad(-event.relative.y * vert_sens))
 | 
							playerCam.rotate_x(deg_to_rad(-event.relative.y * vert_sens))
 | 
				
			||||||
| 
						 | 
					
 | 
				
			||||||
| 
						 | 
					@ -1,67 +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()
 | 
				
			||||||
var walking = false
 | 
					@export var direction_xz = (transform.basis * Vector3(1, 0, 1)).normalized()
 | 
				
			||||||
var walk_dist = 0
 | 
					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":
 | 
				
			||||||
			if !walking:
 | 
								# Get the direction to the target in z-x plane.
 | 
				
			||||||
				walk_dist = rng.randi_range(0, 20)
 | 
								target_direction_xz = (location_xz.direction_to(target_location_xz) * Vector3(1, 0, 1)).normalized()
 | 
				
			||||||
				walking = true
 | 
								
 | 
				
			||||||
				
 | 
								# Continue to correct direction to within a margin of dir_accuracy degrees.
 | 
				
			||||||
			if walk_dist > 0:
 | 
								if direction_xz.angle_to(target_direction_xz) >= dir_accuracy:
 | 
				
			||||||
				# Small change to turn a little while walking.
 | 
									# Rotate towards destination at specified percentage rate. 
 | 
				
			||||||
				var spin_chance = rng.randi_range(0, 10)
 | 
									rotate_y(direction_xz.angle_to(target_direction_xz) * dir_correction_rate)
 | 
				
			||||||
				if spin_chance <= 1:
 | 
					 | 
				
			||||||
					rotate_y(5)
 | 
					 | 
				
			||||||
				
 | 
					 | 
				
			||||||
				
 | 
									
 | 
				
			||||||
 | 
								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:
 | 
								task = "idle"
 | 
				
			||||||
				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"
 | 
					 | 
				
			||||||
				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…
	
	Add table
		
		Reference in a new issue