Also improved look at for NPCs.
parent
8fdee7642c
commit
e9db7b1095
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@ -17,8 +17,10 @@ const JUMP_VELOCITY = 4.5
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var tool_damage:bool = false
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var tracking_node:Node3D = null
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var look_direction:Vector3 = Vector3.BACK
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var look_direction_damper:SpringDamper = SpringDamper.new(Vector3.ZERO, 2, 0.003, 0.003)
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var _current_look_direction:Vector3 = Vector3.BACK
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var _target_look_direction:Vector3 = Vector3.BACK
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var _look_angle_damper:SpringDamper = SpringDamper.new(0, 2, 0.06, 0.003)
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func _set_reacts_to_player(value:bool) -> bool:
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if player_detection != null:
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@ -36,18 +38,31 @@ func _ready() -> void:
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animation_player.set_root("Geometry")
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func _physics_process(delta: float) -> void:
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var damped_look_direction = look_direction_damper.calc_clamped_speed(geometry.global_basis.z, look_direction, delta, 3.141)
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_current_look_direction = basis.z
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if tracking_node != null:
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look_direction = (tracking_node.global_position - global_position).normalized()
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_target_look_direction = (tracking_node.global_position - global_position).normalized()
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look_direction.y = position.y
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geometry.look_at(position - damped_look_direction, Vector3.UP)
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update_look_direction(delta)
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func _on_player_detection_body_entered(body: Node3D) -> void:
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if body is Player:
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tracking_node = body
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func _on_player_detection_body_exited(body: Node3D) -> void:
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look_direction = Vector3.BACK
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if body == tracking_node:
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tracking_node = null
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_target_look_direction = Vector3.BACK
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func update_look_direction(delta:float) -> void:
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var current_look_angle:float = _current_look_direction.signed_angle_to(Vector3.BACK, Vector3.UP)
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var target_look_angle:float = _target_look_direction.signed_angle_to(Vector3.BACK, Vector3.UP)
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if target_look_angle - current_look_angle > PI:
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current_look_angle = current_look_angle + PI * 2
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elif current_look_angle - target_look_angle > PI:
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current_look_angle = current_look_angle - PI * 2
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var damped_look_angle:float = _look_angle_damper.calc(current_look_angle, target_look_angle, delta)
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_current_look_direction = Vector3(sin(-damped_look_angle), 0, cos(-damped_look_angle))
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self.basis = Basis.looking_at(-_current_look_direction)
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@ -35,7 +35,10 @@ func calc_clamped_speed(x, xt, h:float, s_max:float):
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var x_new = calc(x, xt, h)
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var vel_new = (x_new - x_old) / h
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var speed_new = vel_new.length()
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var speed_new = abs(vel_new)
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if not vel_new is float:
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speed_new = vel_new.length()
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if speed_new > s_max:
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vel_new = (vel_new / speed_new) * s_max
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x = x_old + vel_new * h
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