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No commits in common. "9c90404a7f5aabedb91091873e6c509d8fa66548" and "5d7d4e90bc92e177b2b0c3bb39537d71fa5939cc" have entirely different histories.

4 changed files with 40 additions and 65 deletions

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@ -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")
[node name="Skeleton3D" parent="rig" index="0"]
bones/0/rotation = Quaternion(0.10507, 0, 0, 0.994465)
bones/0/rotation = Quaternion(0.0861766, 0, 0, 0.99628)
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/3/rotation = Quaternion(-0.00997737, 0.100365, -0.694951, 0.711948)

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@ -1,5 +1,6 @@
extends CharacterBody3D
const SPEED = 5.0
const JUMP_VELOCITY = 4.5
@export var horiz_sens = 0.25
@ -25,7 +26,6 @@ func _process(_delta):
func _input(event):
# Handle the rotation of the camera using mouse movement.
if event is InputEventMouseMotion:
# Side to side, first player object then player visuals.
rotate_y(deg_to_rad(-event.relative.x * horiz_sens))
$CameraMount.rotate_x(deg_to_rad(-event.relative.y * vert_sens))
$grape_man.rotate_y(deg_to_rad(event.relative.x * horiz_sens))

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@ -1,82 +1,55 @@
extends CharacterBody3D
extends Node3D
var rng = RandomNumberGenerator.new()
@export var target_location_xz = global_transform.origin * Vector3(1, 0, 1)
@export var location_xz = global_transform.origin * Vector3(1, 0, 1)
@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"
var spin_amount = 0
var spinning = false
var wait_time = 0
# 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.
func _ready():
pass
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
location_xz = global_transform.origin * Vector3(1, 0, 1)
direction_xz = (transform.basis * Vector3(1, 0, 1)).normalized()
var task = "idle"
match task:
"idle":
task = rng.randf_range(0, 100)
task = rng.randi_range(0, 100)
# 3% chance to walk somewhere.
if task <= walk_chance:
if task <= 33:
task = "walk"
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):
elif task > 33 and task <= 50:
task = "spin"
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"
elif task > 50:
task = "wait"
"walk":
# 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"
pass
"spin":
task = "idle"
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"
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()

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@ -6,11 +6,13 @@
[sub_resource type="CapsuleMesh" id="CapsuleMesh_b3srs"]
[node name="Villager" type="CharacterBody3D"]
[node name="Node3D" type="Node3D"]
script = ExtResource("1_ardgw")
[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
[node name="RigidBody3D" type="RigidBody3D" parent="."]
[node name="CollisionShape3D" type="CollisionShape3D" parent="RigidBody3D"]
shape = SubResource("CapsuleShape3D_s4x8n")
[node name="MeshInstance3D" type="MeshInstance3D" parent="CollisionShape3D"]
[node name="MeshInstance3D" type="MeshInstance3D" parent="RigidBody3D/CollisionShape3D"]
mesh = SubResource("CapsuleMesh_b3srs")