add unit movement and animation

This commit is contained in:
2024-10-06 02:47:45 +10:00
parent e0406eab20
commit 506e5e4337

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@@ -1,12 +1,15 @@
extends CharacterBody3D
class_name TestUnit
const SPEED: float = 3
var selected: bool = false
var ground_plane: Plane = Plane(Vector3.UP, 0)
@onready var camera: Camera3D = get_viewport().get_camera_3d()
@onready var selection_sprite: Sprite3D = $SelectionSprite
@onready var nav_agent: NavigationAgent3D = $NavigationAgent3D
@onready var camera: Camera3D = get_viewport().get_camera_3d()
@onready var animation_player: AnimationPlayer = $AnimationPlayer
func _ready() -> void:
@@ -14,6 +17,10 @@ func _ready() -> void:
func _process(_delta: float) -> void:
_animate()
func _physics_process(_delta: float) -> void:
_navigate()
@@ -31,7 +38,6 @@ func set_selected(on: bool) -> void:
func _set_target_click(mouse_pos: Vector2) -> void:
var click_position := _click_raycast(mouse_pos)
print(click_position)
if click_position == null:
return
@@ -52,4 +58,15 @@ func _navigate() -> void:
var target_pos := nav_agent.get_next_path_position()
DebugDraw.vector(position, target_pos)
DebugDraw.marker(nav_agent.get_final_position())
# position = target_pos
var direction := position.direction_to(target_pos)
velocity = direction * SPEED
move_and_slide()
func _animate() -> void:
if velocity.length() > 0.1:
animation_player.play('walk')
else:
animation_player.play('idle')
look_at(position + velocity, Vector3.UP, true)