69 lines
2.2 KiB
GDScript
69 lines
2.2 KiB
GDScript
class_name NonPlayerCharacter
|
|
extends CharacterBody3D
|
|
|
|
@export var reacts_to_player:bool = true :
|
|
set (value):
|
|
reacts_to_player = _set_reacts_to_player(value)
|
|
get:
|
|
return reacts_to_player
|
|
|
|
@onready var geometry: Node3D = null
|
|
@onready var player_detection: Area3D = %PlayerDetection
|
|
@onready var default_geometry: Node3D = %DefaultGeometry
|
|
@onready var animation_player: AnimationPlayer = %AnimationPlayer
|
|
|
|
const SPEED = 5.0
|
|
const JUMP_VELOCITY = 4.5
|
|
|
|
var tool_damage:bool = false
|
|
var tracking_node:Node3D = null
|
|
|
|
var _current_look_direction:Vector3 = Vector3.BACK
|
|
var _target_look_direction:Vector3 = Vector3.BACK
|
|
var _look_angle_damper:SpringDamper = SpringDamper.new(0, 2, 0.06, 0.003)
|
|
|
|
func _set_reacts_to_player(value:bool) -> bool:
|
|
if player_detection != null:
|
|
player_detection.monitoring = value
|
|
return value
|
|
|
|
func _ready() -> void:
|
|
player_detection.monitoring = reacts_to_player
|
|
geometry = find_child("Geometry")
|
|
|
|
if geometry == null:
|
|
geometry = default_geometry
|
|
else:
|
|
default_geometry.visible = false
|
|
animation_player.set_root("Geometry")
|
|
|
|
func _physics_process(delta: float) -> void:
|
|
_current_look_direction = basis.z
|
|
|
|
if tracking_node != null:
|
|
_target_look_direction = (tracking_node.global_position - global_position).normalized()
|
|
|
|
update_look_direction(delta)
|
|
|
|
func _on_player_detection_body_entered(body: Node3D) -> void:
|
|
if body is Player:
|
|
tracking_node = body
|
|
|
|
func _on_player_detection_body_exited(body: Node3D) -> void:
|
|
if body == tracking_node:
|
|
tracking_node = null
|
|
_target_look_direction = Vector3.BACK
|
|
|
|
func update_look_direction(delta:float) -> void:
|
|
var current_look_angle:float = _current_look_direction.signed_angle_to(Vector3.BACK, Vector3.UP)
|
|
var target_look_angle:float = _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))
|
|
self.basis = Basis.looking_at(-_current_look_direction)
|