fixed character state issue

This commit is contained in:
derek
2025-06-11 10:17:17 -05:00
parent 9dba8e166f
commit dc72123a49
2 changed files with 49 additions and 49 deletions

View File

@@ -1,14 +1,14 @@
extends State
class_name CharacterState
@export var character : CharacterBody3D
@export var move_speed : float = 3
@export var body_turn_speed : float = 3
@export var head_turn_speed : float = 6.0
@export var can_see : bool = true # indicates whether the character is able to see things in the state
@export var poi_investigate : bool = false
@export var poi_change_to_search : bool = false
@export var poi_update_waypoint_immediately : bool = false
@export var character: CharacterBody3D
@export var move_speed: float = 3
@export var body_turn_speed: float = 3
@export var head_turn_speed: float = 6.0
@export var can_see: bool = true # indicates whether the character is able to see things in the state
@export var poi_investigate: bool = false
@export var poi_change_to_search: bool = false
@export var poi_update_waypoint_immediately: bool = false
var move_target
var look_target
@@ -30,12 +30,12 @@ func update_move_target():
func search_on_lost_target():
if !character.is_player_visible():
Transitioned.emit(self,"attack")
Transitioned.emit(self, "attack")
func move_target_adj(position):
return Vector3(position.x,character.global_position.y,position.z)
return Vector3(position.x, character.global_position.y, position.z)
func rotate_to_face2D(object,target,target_offset_angle,delta,turn_speed):
func rotate_to_face2D(object, target, target_offset_angle, 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:
@@ -45,12 +45,12 @@ func rotate_to_face2D(object,target,target_offset_angle,delta,turn_speed):
elif target is Node3D:
target_transformed = target.global_position
var pos2d = Vector2(object.global_position.x,object.global_position.z)
var target_pos2d = Vector2(target_transformed.x,target_transformed.z)
var pos2d = Vector2(object.global_position.x, object.global_position.z)
var target_pos2d = Vector2(target_transformed.x, target_transformed.z)
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 : Node3D,target,target_offset_angle : Vector3,delta : float,turn_speed : float):
func rotate_to_face3D(object: Node3D, target, target_offset_angle: Vector3, delta: float, turn_speed: float):
if target == null:
return
@@ -61,18 +61,18 @@ func rotate_to_face3D(object : Node3D,target,target_offset_angle : Vector3,delta
else:
target_positon = target.global_position
var desired_rotation = object.global_transform.looking_at(target_positon,Vector3.UP).basis.get_euler()
var desired_rotation = object.global_transform.looking_at(target_positon, Vector3.UP).basis.get_euler()
var current_rotation = object.global_rotation
#Interpolate each axis
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 + target_offset_angle.y,delta * turn_speed)
current_rotation.z = lerp_angle(current_rotation.z,desired_rotation.z + target_offset_angle.z,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 + target_offset_angle.y, delta * turn_speed)
current_rotation.z = lerp_angle(current_rotation.z, desired_rotation.z + target_offset_angle.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)
current_rotation.x = clamp(current_rotation.x, min_upward_pitch, max_downward_pitch)
object.global_rotation = current_rotation
@@ -82,10 +82,10 @@ func move_to_nav_point(delta):
var new_velocity = local_destination.normalized() * move_speed
character.nav_agent.set_velocity(new_velocity)
character.global_rotation.y = rotate_to_face2D(character,destination,0,delta,body_turn_speed)
character.global_rotation.y = rotate_to_face2D(character, destination, 0, delta, body_turn_speed)
func velocity_computed(safe_velocity):
character.velocity = character.velocity.move_toward(safe_velocity,.25)
character.velocity = character.velocity.move_toward(safe_velocity, .25)
func update_minimap(priority,duration,color):
SignalBus.emit_signal("ui_minimap_point",character,character.global_position,1,duration,color)
func update_minimap(priority, duration, color):
SignalBus.emit_signal("ui_minimap_point", character, character.global_position, 1, duration, color)

View File

@@ -1,14 +1,14 @@
extends State
class_name CharacterState
class_name PlayerState
@export var character : CharacterBody3D
@export var move_speed : float = 3
@export var body_turn_speed : float = 3
@export var head_turn_speed : float = 6.0
@export var can_see : bool = true # indicates whether the character is able to see things in the state
@export var poi_investigate : bool = false
@export var poi_change_to_search : bool = false
@export var poi_update_waypoint_immediately : bool = false
@export var character: CharacterBody3D
@export var move_speed: float = 3
@export var body_turn_speed: float = 3
@export var head_turn_speed: float = 6.0
@export var can_see: bool = true # indicates whether the character is able to see things in the state
@export var poi_investigate: bool = false
@export var poi_change_to_search: bool = false
@export var poi_update_waypoint_immediately: bool = false
var move_target
var look_target
@@ -30,12 +30,12 @@ func update_move_target():
func search_on_lost_target():
if !character.is_player_visible():
Transitioned.emit(self,"attack")
Transitioned.emit(self, "attack")
func move_target_adj(position):
return Vector3(position.x,character.global_position.y,position.z)
return Vector3(position.x, character.global_position.y, position.z)
func rotate_to_face2D(object,target,target_offset_angle,delta,turn_speed):
func rotate_to_face2D(object, target, target_offset_angle, 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:
@@ -45,12 +45,12 @@ func rotate_to_face2D(object,target,target_offset_angle,delta,turn_speed):
elif target is Node3D:
target_transformed = target.global_position
var pos2d = Vector2(object.global_position.x,object.global_position.z)
var target_pos2d = Vector2(target_transformed.x,target_transformed.z)
var pos2d = Vector2(object.global_position.x, object.global_position.z)
var target_pos2d = Vector2(target_transformed.x, target_transformed.z)
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 : Node3D,target,target_offset_angle : Vector3,delta : float,turn_speed : float):
func rotate_to_face3D(object: Node3D, target, target_offset_angle: Vector3, delta: float, turn_speed: float):
if target == null:
return
@@ -61,18 +61,18 @@ func rotate_to_face3D(object : Node3D,target,target_offset_angle : Vector3,delta
else:
target_positon = target.global_position
var desired_rotation = object.global_transform.looking_at(target_positon,Vector3.UP).basis.get_euler()
var desired_rotation = object.global_transform.looking_at(target_positon, Vector3.UP).basis.get_euler()
var current_rotation = object.global_rotation
#Interpolate each axis
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 + target_offset_angle.y,delta * turn_speed)
current_rotation.z = lerp_angle(current_rotation.z,desired_rotation.z + target_offset_angle.z,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 + target_offset_angle.y, delta * turn_speed)
current_rotation.z = lerp_angle(current_rotation.z, desired_rotation.z + target_offset_angle.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)
current_rotation.x = clamp(current_rotation.x, min_upward_pitch, max_downward_pitch)
object.global_rotation = current_rotation
@@ -82,10 +82,10 @@ func move_to_nav_point(delta):
var new_velocity = local_destination.normalized() * move_speed
character.nav_agent.set_velocity(new_velocity)
character.global_rotation.y = rotate_to_face2D(character,destination,0,delta,body_turn_speed)
character.global_rotation.y = rotate_to_face2D(character, destination, 0, delta, body_turn_speed)
func velocity_computed(safe_velocity):
character.velocity = character.velocity.move_toward(safe_velocity,.25)
character.velocity = character.velocity.move_toward(safe_velocity, .25)
func update_minimap(priority,duration,color):
SignalBus.emit_signal("ui_minimap_point",character,character.global_position,1,duration,color)
func update_minimap(priority, duration, color):
SignalBus.emit_signal("ui_minimap_point", character, character.global_position, 1, duration, color)