72 lines
2.6 KiB
GDScript
72 lines
2.6 KiB
GDScript
class_name PathingController
|
|
extends EnemyMovement
|
|
|
|
var random_points_generated: int
|
|
var flow_field: FlowField
|
|
var next_node: FlowNodeData :
|
|
get():
|
|
return next_node
|
|
set(value):
|
|
next_node = value
|
|
if next_node == null:
|
|
return
|
|
var found_point: bool = false
|
|
while !found_point:
|
|
random_points_generated += 1
|
|
var sample: int = random_points_generated + character.name.to_int()
|
|
var r: float = 1.0 * sqrt(NoiseRandom.randf_in_range(sample, 0.0, 1.0))
|
|
var theta: float = NoiseRandom.randf_in_range(sample * 4, 0.0, 1.0) * 2.0 * PI
|
|
var x: float = r * cos(theta)
|
|
var y: float = r * sin(theta)
|
|
if Vector3(next_node.position.x + x, next_node.position.y, next_node.position.z + y).distance_to(next_node.position) <= 1.0:
|
|
found_point = true
|
|
next_pos = Vector3(next_node.position.x + x, next_node.position.y, next_node.position.z + y)
|
|
var next_pos: Vector3
|
|
|
|
|
|
func _ready() -> void:
|
|
super._ready()
|
|
if flow_field:
|
|
next_node = flow_field.get_closest_point(character.global_position, true, false)
|
|
#We skip one node so the "start" nodes placed near
|
|
#spawners are just usefull for "catching" enemies that are looking
|
|
#for a way into the pathfinding graph
|
|
next_node = next_node.best_path
|
|
distance_remaining += calculate_distance_to_goal(next_node)
|
|
|
|
|
|
func calculate_distance_to_goal(node: FlowNodeData) -> float:
|
|
var distance: float = 0.0
|
|
distance += character.global_position.distance_to(node.position)
|
|
if node.best_path:
|
|
var then_next_node: FlowNodeData = node.best_path
|
|
distance += node.position.distance_to(then_next_node.position)
|
|
while then_next_node.best_path:
|
|
distance += then_next_node.position.distance_to(then_next_node.best_path.position)
|
|
then_next_node = then_next_node.best_path
|
|
return distance
|
|
|
|
|
|
func walk(delta: float) -> void:
|
|
var distance_travelled: float = (speed * clampf(speed, 0.0, 1.0)) * delta
|
|
distance_remaining -= distance_travelled
|
|
character.global_position = character.global_position.move_toward(next_pos, distance_travelled)
|
|
var distance_to_next_pos: float = character.global_position.distance_to(next_pos)
|
|
if distance_to_next_pos <= 0.05:
|
|
next_node = next_node.best_path
|
|
else:
|
|
character.look_at(next_pos)
|
|
|
|
|
|
func _physics_process(delta: float) -> void:
|
|
#if !path:
|
|
# return
|
|
if !next_node:
|
|
return
|
|
walk(delta)
|
|
#path_progress += distance_travelled
|
|
#var sample: Transform3D = path.sample_baked_with_rotation(path_progress, true)
|
|
#character.global_position = sample.origin
|
|
#character.look_at(character.global_position + -sample.basis.z)
|
|
#var closest_point: Vector3 = path.get_closest_point(character.global_position)
|