add unit gradual turning

This commit is contained in:
2024-10-06 04:57:43 +10:00
parent 9937299a88
commit eac616c305

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@@ -1,7 +1,8 @@
extends CharacterBody3D extends CharacterBody3D
class_name TestUnit class_name TestUnit
const SPEED: float = 3 const MOVE_SPEED: float = 3
const TURN_SPEED: float = 10
var selected: bool = false var selected: bool = false
var ground_plane: Plane = Plane(Vector3.UP, 0) var ground_plane: Plane = Plane(Vector3.UP, 0)
@@ -14,12 +15,12 @@ var ground_plane: Plane = Plane(Vector3.UP, 0)
func _ready() -> void: func _ready() -> void:
set_selected(false) set_selected(false)
nav_agent.max_speed = SPEED nav_agent.max_speed = MOVE_SPEED
nav_agent.velocity_computed.connect(_on_nav_agent_velocity_computed) nav_agent.velocity_computed.connect(_on_nav_agent_velocity_computed)
func _process(_delta: float) -> void: func _process(delta: float) -> void:
_animate() _animate(delta)
func _physics_process(_delta: float) -> void: func _physics_process(_delta: float) -> void:
@@ -64,13 +65,16 @@ func _navigate() -> void:
var next_pos := nav_agent.get_next_path_position() var next_pos := nav_agent.get_next_path_position()
var direction := global_position.direction_to(next_pos) var direction := global_position.direction_to(next_pos)
var new_velocity := direction * SPEED var new_velocity := direction * MOVE_SPEED
nav_agent.set_velocity(new_velocity) nav_agent.set_velocity(new_velocity)
func _animate() -> void: func _animate(delta: float) -> void:
if velocity.length() > 0.1: if velocity.length() > 0.1:
look_at(global_position + velocity, Vector3.UP, true) var velocity_normalized := velocity.normalized()
var angle := atan2(-velocity_normalized.x, -velocity_normalized.z) + PI
global_rotation.y = rotate_toward(global_rotation.y, angle, TURN_SPEED * delta)
# look_at(global_position + velocity, Vector3.UP, true)
animation_player.play('walk') animation_player.play('walk')
else: else:
animation_player.play('idle') animation_player.play('idle')