fixed the issue where enemies could walk over a gap if it wasnt on a pathfinding node

This commit is contained in:
2024-03-29 21:58:40 +11:00
parent 3c28999cd9
commit 62d0dc0130
40 changed files with 205 additions and 138 deletions

25
Scripts/cinema_cam.gd Normal file
View File

@ -0,0 +1,25 @@
class_name CinematicCamManager extends Node3D
@export var path_follows: Array[PathFollow3D]
@export var cameras: Array[Camera3D]
@export var pan_speed: float = 1.0
var current_cam: int = 0
var does_its_thing: bool = true
func _ready() -> void:
for path_follow: PathFollow3D in path_follows:
path_follow.progress_ratio = 0.0
if does_its_thing:
cameras[0].make_current()
func _process(delta: float) -> void:
if does_its_thing:
path_follows[current_cam].progress_ratio += pan_speed * delta
if path_follows[current_cam].progress_ratio >= 1.0:
current_cam += 1
if current_cam >= cameras.size():
current_cam = 0
path_follows[current_cam].progress_ratio = 0.0
cameras[current_cam].make_current()