@tool extends BTAction @export var target_var: StringName = &"target" var target_node: Node3D = null 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) func _generate_name() -> String: return "Look at Target " + LimboUtility.decorate_var(target_var) func _tick(delta: float) -> Status: target_node = blackboard.get_var(target_var) if not is_instance_valid(target_node): return FAILURE update_look_direction(delta) if absf(_target_look_angle - _current_look_angle) < deg_to_rad(5): return SUCCESS return FAILURE func update_look_direction(delta:float) -> void: _target_look_direction = (target_node.global_position - agent.global_position).normalized() _current_look_direction = agent.basis.z _current_look_angle = _current_look_direction.signed_angle_to(Vector3.BACK, Vector3.UP) _target_look_angle = _target_look_direction.signed_angle_to(Vector3.BACK, Vector3.UP) 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 var damped_look_angle:float = _look_angle_damper.calc(_current_look_angle, _target_look_angle, delta) _current_look_direction = Vector3(sin(-damped_look_angle), 0, cos(-damped_look_angle)) agent.basis = Basis.looking_at(-_current_look_direction)