made visual updates
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@ -1,6 +1,14 @@
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class_name EnemyMovement extends Node
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@export var character: CharacterBody3D
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@export var character: EnemyController
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var astar: AStarGraph3D
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var distance_remaining: float = 0.0
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var speed: float = 0.0
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func _ready() -> void:
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#TODO: make deterministic random
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var variance: float = randf_range(-1.0, 1.0)
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var variance_max: float = 0.03 # Enemy speed can vary by 3% from their base speed
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speed = character.stats.movement_speed + (variance * variance_max)
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@ -3,10 +3,24 @@ class_name PathingController extends EnemyMovement
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#var path: Curve3D
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#var path_progress: float = 0.0
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var flow_field: FlowField
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var next_node: FlowNode
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var next_node: FlowNode :
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get():
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return next_node
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set(value):
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next_node = value
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var found_point: bool = false
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while !found_point:
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#TODO: make deterministic random
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var x: float = randf_range(-1, 1)
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var y: float = randf_range(-1, 1)
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if Vector3(next_node.global_position.x + x, next_node.global_position.y, next_node.global_position.z + y).distance_to(next_node.global_position) <= 1.0:
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found_point = true
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next_pos = Vector3(next_node.global_position.x + x, next_node.global_position.y, next_node.global_position.z + y)
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var next_pos: Vector3
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func _ready() -> void:
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super._ready()
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#if path:
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# distance_remaining = path.get_baked_length()
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next_node = flow_field.get_closest_traversable_point(character.global_position)
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@ -26,11 +40,11 @@ func calculate_distance_to_goal(node: FlowNode) -> float:
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func walk(delta: float) -> void:
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var distance_travelled: float = (character.stats.movement_speed * clampf(character.movement_speed_penalty, 0.0, 1.0)) * delta
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var distance_travelled: float = (speed * clampf(speed, 0.0, 1.0)) * delta
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distance_remaining -= distance_travelled
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character.global_position = character.global_position.move_toward(next_node.global_position, distance_travelled)
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character.look_at(next_node.global_position)
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if character.global_position.distance_to(next_node.global_position) <= 0.05:
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character.global_position = character.global_position.move_toward(next_pos, distance_travelled)
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character.look_at(next_pos)
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if character.global_position.distance_to(next_pos) <= 0.05:
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next_node = next_node.best_path
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