fix: attempted to fix merging and non-rotating enemies
parent
073fc4f66f
commit
89b36b1f10
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@ -112,7 +112,7 @@ bone_idx = 44
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -8.84754e-09, 0.268834, 0.0479187)
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enabled = false
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target_position = Vector3(0, 15, 0)
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collision_mask = 3
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collision_mask = 7
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[node name="MuzzleAudio" type="AudioStreamPlayer3D" parent="skeleton_character/Skeleton3D/BoneAttachment3D" index="1"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 3.11411e-08, 0.275409, 0.0357741)
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@ -128,7 +128,7 @@ panning_strength = 0.82
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -2.91257e-05, -0.0191353, -0.00675189)
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enabled = false
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target_position = Vector3(0, 2.468, 0)
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collision_mask = 3
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collision_mask = 7
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debug_shape_thickness = 3
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[node name="AnimationPlayer" parent="." index="1"]
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@ -9,8 +9,7 @@ height = 2.38725
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[node name="Enemy" type="Enemy"]
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update_interval = 0.25
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collision_layer = 3
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collision_mask = 3
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collision_layer = 6
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[node name="CharacterModel" parent="." instance=ExtResource("1_i7aop")]
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unique_name_in_owner = true
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@ -18,9 +17,6 @@ unique_name_in_owner = true
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[node name="mesh_helmet_a" parent="CharacterModel/skeleton_character/Skeleton3D" index="1"]
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visible = false
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[node name="BoneAttachment3D" parent="CharacterModel/skeleton_character/Skeleton3D" index="3"]
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transform = Transform3D(-0.937186, 0.347435, 0.0311762, 0.0973187, 0.17459, 0.97982, 0.33498, 0.921308, -0.197435, -0.16719, 1.02003, 0.0528419)
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[node name="AnimationTree" parent="CharacterModel" index="2"]
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parameters/Actions/Run/Speed/blend_amount = 0.0
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"parameters/Actions/Walk [turn]/Speed/blend_amount" = 0.0
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@ -33,6 +29,7 @@ shape = SubResource("CapsuleShape3D_3tduq")
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unique_name_in_owner = true
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path_desired_distance = 0.5
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simplify_path = true
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avoidance_enabled = true
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debug_enabled = true
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[node name="DroneSound" type="AudioStreamPlayer3D" parent="."]
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@ -16,12 +16,81 @@ floor_snap_length = 1.0
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[node name="CharacterModel" parent="." instance=ExtResource("1_cwt7u")]
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unique_name_in_owner = true
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[node name="Skeleton3D" parent="CharacterModel/skeleton_character" index="0"]
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bones/0/rotation = Quaternion(1.12928e-22, 1, 2.98023e-08, -1.94707e-07)
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bones/1/position = Vector3(3.1225e-17, 0.826102, -2.26306e-09)
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bones/1/rotation = Quaternion(-0.0189874, -6.30661e-09, -1.08732e-09, 0.99982)
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bones/2/rotation = Quaternion(0.0262842, 8.66579e-09, 1.56723e-09, 0.999655)
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bones/3/rotation = Quaternion(-0.013812, -0.124595, 8.42949e-05, 0.992112)
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bones/4/rotation = Quaternion(0.0100466, -3.89644e-10, 6.78268e-10, 0.99995)
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bones/5/rotation = Quaternion(-0.0233085, 0.0669743, -0.00156502, 0.997481)
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bones/6/rotation = Quaternion(0.623077, 0.672557, 0.307599, -0.254607)
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bones/7/rotation = Quaternion(-0.311931, -0.528262, 0.360764, 0.702487)
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bones/8/rotation = Quaternion(0.385362, 0.19105, 0.552644, 0.713849)
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bones/9/rotation = Quaternion(0.204715, 0.0914037, 0.275611, 0.93476)
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bones/10/rotation = Quaternion(-0.160687, -0.0459478, -0.0475321, 0.984789)
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bones/11/rotation = Quaternion(-0.030518, -0.0130498, -0.0216154, 0.999215)
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bones/12/rotation = Quaternion(0.0087248, 0.00565774, 0.0013103, 0.999945)
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bones/13/rotation = Quaternion(-0.617934, -0.0462445, 0.180663, 0.763793)
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bones/14/rotation = Quaternion(-0.23045, 0.0743406, 0.160693, 0.956841)
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bones/15/rotation = Quaternion(-0.541263, -0.00752765, 0.238029, 0.806424)
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bones/16/rotation = Quaternion(-0.611024, -0.262913, 0.402215, 0.629087)
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bones/17/rotation = Quaternion(0.0158022, 0.0368156, 0.177499, 0.983305)
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bones/18/rotation = Quaternion(-0.115784, 0.0786986, 0.503797, 0.852402)
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bones/19/rotation = Quaternion(-0.77808, 0.139756, 0.0140334, 0.612261)
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bones/20/rotation = Quaternion(-0.0923591, 0.0238578, 0.0736642, 0.992711)
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bones/21/rotation = Quaternion(-0.193467, 0.101022, 0.0447897, 0.974864)
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bones/22/rotation = Quaternion(-0.293695, -0.10649, 0.259809, 0.91373)
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bones/23/rotation = Quaternion(-0.0310475, -0.0162325, -0.00151601, 0.999385)
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bones/24/rotation = Quaternion(0.140362, -0.0289769, -0.195164, 0.970242)
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bones/25/rotation = Quaternion(0.585184, -0.476496, -0.473244, -0.454479)
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bones/26/rotation = Quaternion(-0.449756, 0.301541, -0.311322, 0.780943)
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bones/27/rotation = Quaternion(-0.122233, -0.135947, -0.565028, 0.804562)
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bones/28/rotation = Quaternion(0.155388, -0.432411, -0.521703, 0.71882)
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bones/29/rotation = Quaternion(-0.0486368, 0.0590466, -0.0759536, 0.994173)
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bones/30/rotation = Quaternion(-0.0305179, 0.0130499, 0.0216153, 0.999215)
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bones/31/rotation = Quaternion(-0.518356, -0.00412336, -0.00408935, 0.855145)
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bones/32/rotation = Quaternion(-0.290993, 0.0788459, 0.0248015, 0.953148)
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bones/33/rotation = Quaternion(-0.419789, -0.067382, -0.039477, 0.904256)
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bones/34/rotation = Quaternion(-0.266884, 0.00530696, 0.000658852, 0.963714)
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bones/35/rotation = Quaternion(-0.422483, 0.214372, -0.00100308, 0.880654)
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bones/36/rotation = Quaternion(-0.345783, -0.0439312, -0.261553, 0.900052)
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bones/37/rotation = Quaternion(-0.0107009, 0.0076969, 0.00365465, 0.999906)
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bones/38/rotation = Quaternion(-0.389883, 0.108139, -0.120461, 0.906525)
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bones/39/rotation = Quaternion(-0.399909, -0.0921328, -0.130163, 0.902575)
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bones/40/rotation = Quaternion(-0.0125688, 0.0114118, 0.00134583, 0.999855)
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bones/41/rotation = Quaternion(-0.0497163, 0.0839878, -0.166226, 0.981246)
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bones/42/rotation = Quaternion(-0.0310475, 0.0162325, 0.00151601, 0.999385)
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bones/43/rotation = Quaternion(-0.00109124, -0.0104143, 0.0283538, 0.999543)
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bones/44/position = Vector3(0.16719, 0.195796, -0.0454406)
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bones/44/rotation = Quaternion(-0.610992, 0.0971646, 0.14821, 0.771545)
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bones/45/rotation = Quaternion(-0.82326, 4.1804e-09, -1.03579e-07, 0.567665)
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bones/46/position = Vector3(8.07956e-09, 0.0363644, 0.0392254)
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bones/46/rotation = Quaternion(-0.00112372, -6.23921e-08, 6.44731e-09, 0.999999)
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bones/48/rotation = Quaternion(0.706312, -2.55434e-08, 6.24918e-08, 0.707901)
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bones/49/position = Vector3(0.0228929, -0.0282939, -0.00824324)
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bones/49/rotation = Quaternion(-0.112129, 0.585203, -0.155744, 0.78785)
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bones/50/position = Vector3(-0.0246244, 0.246628, -0.0197923)
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bones/50/rotation = Quaternion(0.31578, 0.920316, 0.115311, -0.200014)
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bones/51/position = Vector3(0.0902225, 0.042579, 0.00142519)
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bones/51/rotation = Quaternion(0.997309, -0.00549226, 0.0715033, -0.0152251)
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bones/52/rotation = Quaternion(-0.00225666, 0.00306653, -0.000453776, 0.999993)
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bones/53/rotation = Quaternion(0.665461, 0.000165138, -0.00238783, 0.746429)
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bones/54/position = Vector3(-0.0902225, 0.042579, 0.00142518)
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bones/54/rotation = Quaternion(0.997309, 0.00549227, -0.0715033, -0.0152251)
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bones/55/rotation = Quaternion(-0.00225666, -0.0030665, 0.000453778, 0.999993)
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bones/56/rotation = Quaternion(0.665461, -0.000165001, 0.00238774, 0.746429)
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bones/57/position = Vector3(3.64125e-07, 0.0462301, -0.935059)
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bones/58/rotation = Quaternion(-2.99921e-13, 0.707107, 0.707107, -2.99921e-13)
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bones/59/rotation = Quaternion(2.01446e-13, 0.707107, 0.707107, 2.01446e-13)
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bones/60/rotation = Quaternion(-0.707107, 1.25097e-07, 1.25097e-07, 0.707107)
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bones/61/rotation = Quaternion(-0.707107, 1.25097e-07, 1.25097e-07, 0.707107)
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bones/62/rotation = Quaternion(-0.707107, 1.5189e-07, 1.5189e-07, 0.707107)
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bones/63/rotation = Quaternion(-0.707107, 1.5189e-07, 1.5189e-07, 0.707107)
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[node name="mesh_helmet_a_001" parent="CharacterModel/skeleton_character/Skeleton3D" index="2"]
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visible = false
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[node name="BoneAttachment3D" parent="CharacterModel/skeleton_character/Skeleton3D" index="3"]
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transform = Transform3D(-0.937186, 0.347435, 0.0311762, 0.0973187, 0.17459, 0.97982, 0.33498, 0.921308, -0.197435, -0.16719, 1.02003, 0.0528419)
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[node name="HitscanMuzzle" parent="CharacterModel/skeleton_character/Skeleton3D/BoneAttachment3D" index="0"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -2.00234e-08, 0.0436091, 0.0479187)
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@ -38,7 +107,7 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.60962, 0)
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[node name="CameraSpring" type="SpringArm3D" parent="CameraParent"]
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unique_name_in_owner = true
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transform = Transform3D(-0.96363, 0, -0.267238, 0, 1, 0, 0.267238, 0, -0.96363, 0, 0, 0)
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transform = Transform3D(-0.982761, 0, -0.184878, 0, 1, 0, 0.184878, 0, -0.982761, 0, 0, 0)
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shape = SubResource("SphereShape3D_v7ajo")
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spring_length = 1.3
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@ -92,6 +92,9 @@ switch_shoulder={
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3d_render/layer_1="Default"
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3d_render/layer_3="NavMesh"
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3d_physics/layer_1="Default"
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3d_physics/layer_2="Characters"
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3d_physics/layer_3="Enemy"
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[navigation]
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@ -24,11 +24,12 @@ void Enemy::_ready() {
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if(this->has_node("%DebugLabel")) {
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this->debug_label = this->get_node<gd::Label3D>("%DebugLabel");
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}
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this->agent->connect("velocity_computed", callable_mp(this, &Enemy::_on_velocity_calculated));
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}
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void Enemy::_process(double delta) {
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this->set_current_state_name(this->current_state_name);
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float const angle_left{this->target_rotation - this->get_rotation().y};
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float const angle_left{gd::Math::wrapf(this->target_rotation - this->get_rotation().y, -M_2_PIf, M_2_PIf)};
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float const step(gd::Math::sign(angle_left) * delta * (this->anim_tree->get_current_state().begins_with("Run") ? this->TURN_SPEED : this->AIM_SPEED));
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if(gd::Math::abs(angle_left) <= gd::Math::abs(step)) {
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this->rotate_y(angle_left);
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@ -37,8 +38,11 @@ void Enemy::_process(double delta) {
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this->rotate_y(step);
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this->at_target_angle = false;
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}
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if(this->current_action_fn == (ActionFn)&Enemy::chase_player)
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this->target_rotation = gd::Vector3{0.f, 0.f, 1.f}.signed_angle_to(this->agent->get_next_path_position() - this->get_global_position(), {0.f, 1.f, 0.f});
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}
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void Enemy::_on_velocity_calculated(gd::Vector3 velocity) {
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if(this->current_action_fn == (ActionFn)&Enemy::chase_player && !this->agent->is_navigation_finished())
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this->target_rotation = gd::Vector3{0.f, 0.f, 1.f}.signed_angle_to(velocity, {0.f, 1.f, 0.f});
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}
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void Enemy::update() {
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@ -53,7 +57,9 @@ void Enemy::update() {
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Enemy::ActionFn Enemy::wait_line_of_sight() {
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this->set_current_state_name("Guard");
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if(this->can_see_player)
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if(this->get_global_position().distance_squared_to(this->player->get_global_position()) < this->STAB_RANGE * this->STAB_RANGE)
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return (ActionFn)&Enemy::stab;
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else if(this->can_see_player)
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return (ActionFn)&Enemy::take_aim;
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else
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return (ActionFn)&Enemy::wait_line_of_sight;
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@ -73,6 +79,7 @@ Enemy::ActionFn Enemy::take_aim() {
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Enemy::ActionFn Enemy::fire() {
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this->set_current_state_name("Shoot (fire)");
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++this->shots_fired;
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this->target_rotation = gd::Vector3{0.f, 0.f, 1.f}.signed_angle_to(this->last_known_player_position - this->aim_offset_position(), {0.f, 1.f, 0.f});
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this->anim_tree->set_fire_weapon();
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return (ActionFn)&Enemy::wait_end_of_shot;
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}
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@ -110,6 +117,7 @@ Enemy::ActionFn Enemy::chase_enter() {
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this->set_current_state_name("Chase (plot)");
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this->anim_tree->set_aim_weapon(false);
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this->agent->set_target_position(this->last_known_player_position);
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this->agent->set_avoidance_priority(this->MOVING_NAV_PRIORITY);
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return (ActionFn)&Enemy::chase_player;
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}
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@ -118,7 +126,7 @@ Enemy::ActionFn Enemy::chase_player() {
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if(this->can_see_player && this->is_in_stab_range()) {
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this->anim_tree->set_lock_running(false);
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return (ActionFn)&Enemy::stab;
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} else if(this->agent->is_navigation_finished() || this->is_on_wall()) {
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} else if(this->agent->is_navigation_finished()) {
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this->target_rotation = this->last_known_player_rotation;
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this->anim_tree->set_lock_running(false);
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return (ActionFn)&Enemy::stop_running;
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@ -131,6 +139,7 @@ Enemy::ActionFn Enemy::chase_player() {
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Enemy::ActionFn Enemy::stop_running() {
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this->set_current_state_name("Chase (stop)");
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this->agent->set_target_position(this->get_global_position());
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this->agent->set_avoidance_priority(this->STATIONARY_NAV_PRIORITY);
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return this->anim_tree->get_current_state().begins_with("Run") ? (ActionFn)&Enemy::stop_running : (ActionFn)&Enemy::wait_line_of_sight;
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}
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@ -143,7 +152,6 @@ void Enemy::_physics_process(double delta) {
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basis.get_column(2) * motion.z
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} / delta);
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this->move_and_slide();
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this->update_can_see_player();
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}
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@ -169,7 +177,7 @@ void Enemy::update_can_see_player() {
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gd::Vector3 const origin{this->get_global_position() + gd::Vector3{0.f, 1.8f, 0.f}};
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gd::Vector3 const target{this->player->get_global_position() + gd::Vector3{0.f, 1.8f, 0.f}};
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float const dot{(target - origin).normalized().dot(this->get_global_basis().get_column(2))};
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if(dot <= 0.2f && target.distance_to(origin) > 4.f) {
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if(this->current_action_fn != (ActionFn)&Enemy::chase_player && dot <= 0.2f && target.distance_to(origin) > 4.f) {
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this->can_see_player = false;
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} else {
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gd::PhysicsDirectSpaceState3D *space{this->get_world_3d()->get_direct_space_state()};
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@ -19,6 +19,7 @@ typedef ActionFn_ (Enemy::*ActionFn)();
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public:
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virtual void _ready() override;
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virtual void _process(double delta) override;
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void _on_velocity_calculated(gd::Vector3 velocity);
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void update();
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ActionFn wait_line_of_sight();
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ActionFn take_aim();
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@ -45,6 +46,8 @@ private:
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float const TURN_SPEED{10.f};
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float const AIM_OFFSET{-0.18f};
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float const STAB_RANGE{2.f};
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float const MOVING_NAV_PRIORITY{.5f};
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float const STATIONARY_NAV_PRIORITY{1.f};
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float target_rotation{0.f};
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bool at_target_angle{false};
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