@tool extends BTAction @export var target_location_var: StringName = &"target_location" var target_position: Vector3 = Vector3.ZERO var _current_look_direction:Vector3 = Vector3.BACK var _current_look_angle:float = 0 var _target_look_direction:Vector3 = Vector3.BACK var _target_look_angle:float = 0 var _look_angle_damper:SpringDamper = SpringDamper.new(0, 2, 0.06, 0.003) var _agent_npc:NonPlayerCharacter = null func _generate_name() -> String: return "LookAtTarget(%s)" % LimboUtility.decorate_var(target_location_var) func _tick(delta: float) -> Status: _agent_npc = agent as NonPlayerCharacter target_position = blackboard.get_var(target_location_var) update_look_direction(delta) if DebugSystem.debug_npc == _agent_npc: DebugDraw3D.draw_arrow(_agent_npc.global_position, target_position, Color.CRIMSON, 0.1, true) if absf(_target_look_angle - _current_look_angle) < deg_to_rad(1) and _look_angle_damper.v < 0.1: return SUCCESS return FAILURE func clamp_current_look_angle() -> void: if _target_look_angle - _current_look_angle > PI: _current_look_angle = _current_look_angle + PI * 2 elif _current_look_angle - _target_look_angle > PI: _current_look_angle = _current_look_angle - PI * 2 func update_look_direction(delta:float) -> void: _target_look_direction = (target_position - agent.global_position).normalized() _current_look_direction = agent.basis.z _current_look_angle = _current_look_direction.signed_angle_to(Vector3.BACK, Vector3.UP) clamp_current_look_angle() _target_look_angle = _target_look_direction.signed_angle_to(Vector3.BACK, Vector3.UP) _current_look_angle = _look_angle_damper.calc(_current_look_angle, _target_look_angle, delta) clamp_current_look_angle() _current_look_direction = Vector3(sin(-_current_look_angle), 0, cos(-_current_look_angle)) agent.basis = Basis.looking_at(-_current_look_direction)