48 lines
1.7 KiB
GDScript
48 lines
1.7 KiB
GDScript
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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func _ready() -> void:
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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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distance_remaining += calculate_distance_to_goal(next_node)
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func calculate_distance_to_goal(node: FlowNode) -> float:
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var distance: float = 0.0
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distance += character.global_position.distance_to(node.global_position)
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if node.best_path:
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var then_next_node: FlowNode = node.best_path
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distance += node.global_position.distance_to(then_next_node.global_position)
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while then_next_node.best_path:
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distance += then_next_node.global_position.distance_to(then_next_node.best_path.global_position)
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then_next_node = then_next_node.best_path
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return distance
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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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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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next_node = next_node.best_path
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func _physics_process(delta: float) -> void:
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#if !path:
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# return
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if !next_node:
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return
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walk(delta)
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#path_progress += distance_travelled
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#var sample: Transform3D = path.sample_baked_with_rotation(path_progress, true)
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#character.global_position = sample.origin
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#character.look_at(character.global_position + -sample.basis.z)
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#var closest_point: Vector3 = path.get_closest_point(character.global_position)
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