extends Node3D var rng = RandomNumberGenerator.new() @export var target_location_xz = transform.origin * Vector3(1, 0, 1) @export var location_xz = 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" # Percentage chances of the character performing certain actions while idle. @export var walk_chance = 0.5 @export var spin_chance = 0.8 @export var walk_speed = 1 # Rate at which character corrects their direction after going off course (decimal percentage). @export var spin_speed = 0.90 # 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 # Replace with function body. # Called every frame. 'delta' is the elapsed time since the previous frame. func _process(delta): location_xz = transform.origin * Vector3(1, 0, 1) direction_xz = (transform.basis * Vector3(1, 0, 1)).normalized() match task: "idle": task = rng.randi_range(0, 100) target_location_xz = location_xz # Chance to walk somewhere. if task <= walk_chance: task = "walk" target_location_xz = transform.origin * Vector3(1, 0, 1) + (direction_xz * 4) # Chance to rotate. elif task > walk_chance and task <= (walk_chance + spin_chance): task = "spin" elif task > 50: task = "wait" "walk": pass "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" spinning = false "wait": # Idle Animation goes here! wait_time += 1 if wait_time == 100: task = "idle" wait_time = 0 # Walk to target location. if (location_xz.distance_to(target_location_xz) > walk_speed) and task == "walk": velocity.x = direction_xz.x * walk_speed velocity.z = direction_xz.z * walk_speed else: velocity.x = 0 velocity.z = 0 move_and_slide()