more tweaks, not perfect but way better than before

This commit is contained in:
derek
2025-05-01 16:49:22 -05:00
parent 02436895e9
commit db07777fca
5 changed files with 11 additions and 9 deletions

View File

@@ -851,7 +851,6 @@ collision_layer = 8
collision_mask = 521 collision_mask = 521
up_direction = Vector3(0.0449994, 0.998987, 0) up_direction = Vector3(0.0449994, 0.998987, 0)
script = ExtResource("1_7e7fe") script = ExtResource("1_7e7fe")
debug_tools = true
nav_agent = NodePath("NavigationAgent3D") nav_agent = NodePath("NavigationAgent3D")
hit_targets = [NodePath("body/backTarget")] hit_targets = [NodePath("body/backTarget")]
visibility_areas = [NodePath("VisibilityArea")] visibility_areas = [NodePath("VisibilityArea")]

View File

@@ -12,7 +12,7 @@ config_version=5
config/name="First Person Test" config/name="First Person Test"
config/tags=PackedStringArray("fps") config/tags=PackedStringArray("fps")
run/main_scene="uid://cfaydhd6u5bmb" run/main_scene="uid://f7e0v1r6ra6c"
config/features=PackedStringArray("4.4", "Forward Plus") config/features=PackedStringArray("4.4", "Forward Plus")
config/icon="uid://6svuq1l83al5" config/icon="uid://6svuq1l83al5"

View File

@@ -31,7 +31,7 @@ func Physics_Update(delta):
move_to_nav_point(delta) move_to_nav_point(delta)
#do turret scan #do turret scan
turret_scan_look(enemy.nav_agent.get_next_path_position(),scan_direction,delta) turret_scan(Vector3(0,scan_direction,0),delta)
func get_new_wander_point(): func get_new_wander_point():
var x = randf_range(-wander_distance_max,wander_distance_max) var x = randf_range(-wander_distance_max,wander_distance_max)

View File

@@ -29,7 +29,7 @@ func Physics_Update(delta):
move_to_nav_point(delta) move_to_nav_point(delta)
#do turret scan #do turret scan
turret_look3D(delta) turret_scan(Vector3(0,scan_direction,0),delta)
func get_new_point_of_interest(): func get_new_point_of_interest():
if enemy.player_last_seen != null and enemy.player_last_seen != move_target: if enemy.player_last_seen != null and enemy.player_last_seen != move_target:

View File

@@ -65,7 +65,7 @@ func rotate_to_face2D(object,target,target_offset_angle,delta,turn_speed):
var direction = (pos2d - target_pos2d) var direction = (pos2d - target_pos2d)
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 : Node3D,target,target_offset_angle : Vector3,delta : float,turn_speed : float):
if target == null: if target == null:
return return
@@ -80,9 +80,9 @@ func rotate_to_face3D(object,target,delta,turn_speed):
var current_rotation = object.global_rotation var current_rotation = object.global_rotation
#Interpolate each axis #Interpolate each axis
current_rotation.x = lerp_angle(current_rotation.x,desired_rotation.x,delta * turn_speed) current_rotation.x = lerp_angle(current_rotation.x,desired_rotation.x + target_offset_angle.x,delta * turn_speed)
current_rotation.y = lerp_angle(current_rotation.y,desired_rotation.y,delta * turn_speed) current_rotation.y = lerp_angle(current_rotation.y,desired_rotation.y + target_offset_angle.y,delta * turn_speed)
current_rotation.z = lerp_angle(current_rotation.z,desired_rotation.z,delta * turn_speed) current_rotation.z = lerp_angle(current_rotation.z,desired_rotation.z + target_offset_angle.z,delta * turn_speed)
#clamp pitch #clamp pitch
var max_downward_pitch = deg_to_rad(85) var max_downward_pitch = deg_to_rad(85)
@@ -106,8 +106,11 @@ func velocity_computed(safe_velocity):
func turret_look2D(delta): func turret_look2D(delta):
enemy.turret_look.global_rotation.y = rotate_to_face2D(enemy.turret_look,look_target,0,delta,turret_speed) enemy.turret_look.global_rotation.y = rotate_to_face2D(enemy.turret_look,look_target,0,delta,turret_speed)
func turret_scan(target_offset : Vector3,delta):
rotate_to_face3D(enemy.turret_look,look_target,target_offset,delta,turret_speed)
func turret_look3D(delta): func turret_look3D(delta):
rotate_to_face3D(enemy.turret_look,look_target,delta,turret_speed) rotate_to_face3D(enemy.turret_look,look_target,Vector3.ZERO,delta,turret_speed)
func turret_scan_look(target,scan_direction,delta): func turret_scan_look(target,scan_direction,delta):
enemy.turret_look.global_rotation.y = rotate_to_face2D(enemy.turret_look,target,scan_direction,delta,turret_speed) enemy.turret_look.global_rotation.y = rotate_to_face2D(enemy.turret_look,target,scan_direction,delta,turret_speed)