happy with turret turning

This commit is contained in:
Derek
2025-04-30 20:33:49 -05:00
parent 4f7896cec5
commit 303a12b827
3 changed files with 22 additions and 20 deletions

View File

@@ -805,7 +805,7 @@ size = Vector3(0.816284, 0.725159, 0.75531)
[sub_resource type="CylinderShape3D" id="CylinderShape3D_gicen"] [sub_resource type="CylinderShape3D" id="CylinderShape3D_gicen"]
height = 0.356583 height = 0.356583
radius = 0.207031 radius = 0.135742
[sub_resource type="AudioStreamRandomizer" id="AudioStreamRandomizer_ycipa"] [sub_resource type="AudioStreamRandomizer" id="AudioStreamRandomizer_ycipa"]
random_pitch = 1.1 random_pitch = 1.1
@@ -886,6 +886,7 @@ metadata/_custom_type_script = "uid://dhxolagi0b5s1"
[node name="Attack" type="Node" parent="StateMachine" node_paths=PackedStringArray("enemy")] [node name="Attack" type="Node" parent="StateMachine" node_paths=PackedStringArray("enemy")]
script = ExtResource("10_gicen") script = ExtResource("10_gicen")
enemy = NodePath("../..") enemy = NodePath("../..")
body_turn_speed = 1.0
[node name="Reload" type="Node" parent="StateMachine" node_paths=PackedStringArray("enemy")] [node name="Reload" type="Node" parent="StateMachine" node_paths=PackedStringArray("enemy")]
script = ExtResource("11_ekglj") script = ExtResource("11_ekglj")

View File

@@ -15,5 +15,5 @@ func Physics_Update(delta):
func update_player_target(): func update_player_target():
move_target = enemy.player_last_seen move_target = enemy.player_last_seen
look_target = enemy.player_last_seen look_target = enemy.player_last_seen + Vector3(0,.75,0)
enemy.nav_agent.set_target_position(move_target) enemy.nav_agent.set_target_position(move_target)

View File

@@ -66,29 +66,30 @@ func rotate_to_face2D(object,target,target_offset_angle,delta,turn_speed):
return lerp_angle(object.global_rotation.y,atan2(direction.x,direction.y) + deg_to_rad(target_offset_angle),delta * turn_speed) return lerp_angle(object.global_rotation.y,atan2(direction.x,direction.y) + deg_to_rad(target_offset_angle),delta * turn_speed)
func rotate_to_face3D(object,target,delta,turn_speed): func rotate_to_face3D(object,target,delta,turn_speed):
#to allow both nodes and positions to be passed to this function, test the target and use Vector3 coords
var target_transformed
if target == null: if target == null:
target_transformed = object.global_position return
elif target is Vector3:
target_transformed = target
elif target is Node3D:
target_transformed = target.global_position
var y_pos = Vector2(object.global_position.x,object.global_position.z) var target_positon
var y_target_pos = Vector2(target_transformed.x,target_transformed.z)
var y_direction = (y_pos - y_target_pos)
var y_angle = atan2(y_direction.x,y_direction.y)
var x_pos = Vector2(object.global_position.y,object.global_position.z) if target is Vector3:
var x_target_pos = Vector2(target_transformed.y,target_transformed.z) target_positon = target
var x_direction = (x_pos - x_target_pos) else:
var x_angle = atan2(x_direction.x,x_direction.y) target_positon = target.global_position
#object.global_rotation.y = lerp_angle(object.global_rotation.y,y_angle,delta * turn_speed) var desired_rotation = object.global_transform.looking_at(target_positon,Vector3.UP).basis.get_euler()
object.global_rotation.x = lerp_angle(object.global_rotation.x,x_angle,delta * turn_speed) var current_rotation = object.global_rotation
#Interpolate each axis
current_rotation.x = lerp_angle(current_rotation.x,desired_rotation.x,delta * turn_speed)
current_rotation.y = lerp_angle(current_rotation.y,desired_rotation.y,delta * turn_speed)
current_rotation.z = lerp_angle(current_rotation.z,desired_rotation.z,delta * turn_speed)
#clamp pitch
var max_downward_pitch = deg_to_rad(85)
var min_upward_pitch = deg_to_rad(-45)
current_rotation.x = clamp(current_rotation.x,min_upward_pitch, max_downward_pitch)
object.global_rotation = current_rotation
func move_to_nav_point(delta): func move_to_nav_point(delta):
var destination = enemy.nav_agent.get_next_path_position() var destination = enemy.nav_agent.get_next_path_position()