extends MechCharacter @export var target: MechCharacter @onready var nav_agent: NavigationAgent3D = $NavigationAgent3D # gdlint: disable=class-definitions-order var target_position: Vector3: set(value): nav_agent.target_position = value get: return nav_agent.target_position # gdlint: enable=class-definitions-order func _actor_setup() -> void: # Wait for the first physics frame so the navserver can sync await get_tree().physics_frame set_physics_process(true) func _ready() -> void: # Disable physics processing to give the navserver time to sync set_physics_process(false) # Can't await during _ready, so defer the call with the await call_deferred("_actor_setup") func _physics_process(delta: float) -> void: var delta_factor: float = delta * GameState.TARGET_FPS if target and not target.in_shadow(): target_position = target.global_position var relative_target: Vector3 = target_position - global_position var angle_to_target: float = atan2(relative_target.x, relative_target.z) var movement: Vector3 = ( (nav_agent.get_next_path_position() - global_position).normalized() if relative_target.length() > 5 else Vector3.ZERO ) if movement: # Slowly turn mesh towards camera vector when moving on ground if is_on_floor(): var local_target: Vector3 = global_position - target_position mesh.global_rotation.y = lerp_angle( mesh.global_rotation.y, angle_to_target, delta_factor * TURN_SENSITIVITY ) var relative_motion_vec: Vector2 = Vector2(-movement.x, -movement.z).rotated( mesh.global_rotation.y ) animation_tree["parameters/walk_space/blend_position"] = lerp( animation_tree["parameters/walk_space/blend_position"], relative_motion_vec, delta_factor * TURN_SENSITIVITY ) super.physics_process(movement, delta)