139 lines
3.6 KiB
GDScript
139 lines
3.6 KiB
GDScript
extends Interactable
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class_name Unit
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const MOVE_SPEED: float = 3
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const TURN_SPEED: float = 10
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const ANIM_FRAME_MAX = 20
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var max_wander_distance: float = 5
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var min_wander_interval: float = 0.25
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var max_wander_interval: float = 5
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var is_on_screen: bool = false
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var wandering_timer: float = 0
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var wandering_center: Vector3 = Vector3.ZERO
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var spawn_pos: Vector3
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var locomotion_value: float = 0
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var showing_info: bool = false
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var advance_anim_on_nth_frame: int = 1
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var advance_anim_delta_accum: float = 0
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@onready var nav_agent: NavigationAgent3D = $NavigationAgent3D
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@onready var ui_origin: Node3D = $UiOrigin
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@onready var animation_tree: AnimationTree = $AnimationTree
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@onready var visibility_notifier: VisibleOnScreenNotifier3D = (
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$VisibleOnScreenNotifier3D
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)
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@onready var main_camera: MainCamera = $/root/World/MainCamera
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func _ready() -> void:
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assert(nav_agent != null, "nav_agent missing!")
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assert(animation_tree != null, "animation_tree missing!")
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assert(visibility_notifier != null, "visibility_notifier missing!")
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assert(ui_origin != null, "ui_origin missing!")
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assert(main_camera != null, "main_camera missing!")
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super._ready()
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if spawn_pos != null and spawn_pos != Vector3.ZERO:
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global_position = spawn_pos
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wandering_center = global_position
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nav_agent.max_speed = MOVE_SPEED
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nav_agent.velocity_computed.connect(_on_nav_agent_velocity_computed)
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set_max_slides(2)
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visibility_notifier.screen_entered.connect(
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_on_visibility_notifier_screen_entered,
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)
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visibility_notifier.screen_exited.connect(
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_on_visibility_notifier_screen_exited,
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)
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func _process(delta: float) -> void:
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super._process(delta)
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_animate(delta)
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func _physics_process(_delta: float) -> void:
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_navigate()
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func toggle_info(on: bool) -> void:
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showing_info = on
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func _click() -> void:
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toggle_info(true)
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UiManager.unit_info.open(self)
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func _navigate() -> void:
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if nav_agent.is_navigation_finished():
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velocity = Vector3.ZERO
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return
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var next_pos := nav_agent.get_next_path_position()
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var direction := global_position.direction_to(next_pos)
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var new_velocity := direction * MOVE_SPEED
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nav_agent.set_velocity(new_velocity)
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func _animate(delta: float) -> void:
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if not is_on_screen:
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return
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if velocity.length() > 0.01:
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var velocity_normalized := velocity.normalized()
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var angle := atan2(-velocity_normalized.x, -velocity_normalized.z) + PI
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global_rotation.y = rotate_toward(
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global_rotation.y,
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angle,
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TURN_SPEED * delta,
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)
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# look_at(global_position + velocity, Vector3.UP, true)
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locomotion_value = move_toward(
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locomotion_value,
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velocity.length() / MOVE_SPEED,
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delta * 8
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)
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animation_tree.set("parameters/locomotion/blend_position", locomotion_value)
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advance_anim_delta_accum += delta
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advance_anim_on_nth_frame = floori(
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lerp(1, ANIM_FRAME_MAX, main_camera.zoom_value) as float
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)
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if Engine.get_frames_drawn() % advance_anim_on_nth_frame == 0:
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animation_tree.advance(advance_anim_delta_accum)
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advance_anim_delta_accum = 0
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func _wander(delta: float) -> void:
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wandering_timer -= delta
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if wandering_timer <= 0:
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var new_pos_offset := Vector3(
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randf_range(-max_wander_distance, max_wander_distance),
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0,
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randf_range(-max_wander_distance, max_wander_distance),
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)
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var new_pos := wandering_center + new_pos_offset
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nav_agent.set_target_position(new_pos)
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wandering_timer = randf_range(-min_wander_interval, max_wander_interval)
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func _on_nav_agent_velocity_computed(safe_velocity: Vector3) -> void:
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velocity = safe_velocity
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move_and_slide()
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func _on_visibility_notifier_screen_entered() -> void:
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is_on_screen = true
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func _on_visibility_notifier_screen_exited() -> void:
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is_on_screen = false
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