heliostat/src/npc/mech_enemy/mech_enemy.gd

63 lines
1.7 KiB
GDScript

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)