This is in preparation for being able to more finely control the NPC, both from the specific NPC implementation and the PathNavigator (which was renamed accordingly)
101 lines
2.9 KiB
GDScript
101 lines
2.9 KiB
GDScript
extends Path
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var _current_nav_path: PoolVector3Array
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var _current_nav_index
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var _current_path_index
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var _arrived_distance_threshold = 0.1
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export(float) var speed = 8
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export(NodePath) var body_nodepath
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var navigation: Navigation
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var body: NPC
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# React to the NodeGroupNotifier of the Navigation
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func set_navigator_node(navigation_node: Navigation):
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navigation = navigation_node as Navigation
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# Our path could change significantly with the Navigation node, so restart
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_restart_navigation()
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func _ready():
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_restart_navigation()
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# Reset the body to the starting position and start the navigation freshly
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func _restart_navigation():
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_current_nav_index = 0
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_current_path_index = 1
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body = get_node(body_nodepath) as KinematicBody
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# Initialize the position
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body.transform.origin = curve.get_point_position(0)
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# Get the first goal
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_get_new_navigation()
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func _process(delta):
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var current_goal = _get_current_goal()
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# Move towards the current goal
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var direction: Vector3 = (current_goal - _get_body_position())
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var direction_normalized: Vector3 = direction.normalized()
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body.move_and_slide(direction_normalized * speed)
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# Look towards that goal as well
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# Avoid look_at if we're already (almost) there, since that'd be an invalid look direction
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# that can be identical to the up vector (which causes problems)
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if direction.length() > 0.5:
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body.look_at(_get_body_position() + direction_normalized, Vector3.UP)
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# Returns the point we should currently be moving towards
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func _get_current_goal():
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# If we haven't arrived at the current goal, then that's still the goal
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if _current_nav_path[_current_nav_index].distance_to(_get_body_position()) > _arrived_distance_threshold:
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return _current_nav_path[_current_nav_index]
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if _current_nav_index < _current_nav_path.size() - 1:
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# We still have points left in the current navigation -> use the next one
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Logger.trace("Using next point of current navigation")
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_current_nav_index += 1
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else:
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# We're done following the current navigation to the next path point
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if _current_path_index < curve.get_point_count() - 1:
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# We still have points left in the path -> use the next one and generate the navigation to it
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Logger.trace("Generating navigation to the next path point")
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_current_path_index += 1
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else:
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# We're done following the path -> Go back to the start
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Logger.trace("Returning to the start of the path")
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_current_nav_index = 0
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_current_path_index = 0
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_get_new_navigation()
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return _current_nav_path[_current_nav_index]
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# Reset the navigation and build a new one for the current path index
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func _get_new_navigation():
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_current_nav_index = 0
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var goal = curve.get_point_position(_current_path_index)
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if navigation:
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_current_nav_path = navigation.get_simple_path(_get_body_position(), goal)
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else:
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_current_nav_path = PoolVector3Array([goal])
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# Return the current position of the body we're controlling
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func _get_body_position():
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return body.transform.origin
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