Files
tli/scripts/units/unit.gd
2024-10-08 05:50:05 +10:00

148 lines
4.0 KiB
GDScript

extends Interactable
class_name Unit
const MOVE_SPEED: float = 3
const TURN_SPEED: float = 10
var max_wander_distance: float = 5
var min_wander_interval: float = 0.25
var max_wander_interval: float = 5
var is_on_screen: bool = false
var wandering_timer: float = 0
var wandering_center: Vector3 = Vector3.ZERO
var spawn_pos: Vector3
var locomotion_value: float = 0
var showing_info: bool = false
var advance_anim_delta_accum: float = 0
@onready var nav_agent: NavigationAgent3D = $NavigationAgent3D
@onready var ui_origin: Node3D = $UiOrigin
@onready var animation_tree: AnimationTree = $AnimationTree
@onready var anim_advance_indicator: VisualInstance3D = $AnimAdvanceIndicator
@onready var visibility_notifier: VisibleOnScreenNotifier3D = (
$VisibleOnScreenNotifier3D
)
@onready var main_camera: MainCamera = $/root/World/MainCamera
@onready var audio_player: AudioStreamPlayerPolyphonic = (
$AudioStreamPlayerPolyphonic
)
func _ready() -> void:
assert(nav_agent != null, "nav_agent missing!")
assert(animation_tree != null, "animation_tree missing!")
assert(visibility_notifier != null, "visibility_notifier missing!")
assert(ui_origin != null, "ui_origin missing!")
assert(main_camera != null, "main_camera missing!")
assert(anim_advance_indicator != null, "anim_advance_indicator missing!")
assert(audio_player != null, "audio_player missing!")
super._ready()
anim_advance_indicator.visible = false
if spawn_pos != null and spawn_pos != Vector3.ZERO:
global_position = spawn_pos
wandering_center = global_position
nav_agent.max_speed = MOVE_SPEED
nav_agent.velocity_computed.connect(_on_nav_agent_velocity_computed)
set_max_slides(2)
visibility_notifier.screen_entered.connect(
_on_visibility_notifier_screen_entered,
)
visibility_notifier.screen_exited.connect(
_on_visibility_notifier_screen_exited,
)
func _process(delta: float) -> void:
super._process(delta)
_animate(delta)
func _physics_process(_delta: float) -> void:
_navigate()
func toggle_info(on: bool) -> void:
showing_info = on
func _click() -> void:
UiManager.unit_info.open(self)
toggle_info(true)
func _navigate() -> void:
if nav_agent.is_navigation_finished():
velocity = Vector3.ZERO
return
var next_pos := nav_agent.get_next_path_position()
var direction := global_position.direction_to(next_pos)
var new_velocity := direction * MOVE_SPEED
nav_agent.set_velocity(new_velocity)
func _animate(delta: float) -> void:
if not is_on_screen:
return
if velocity.length() > 0.01:
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)
locomotion_value = move_toward(
locomotion_value,
velocity.length() / MOVE_SPEED,
delta * 8
)
animation_tree.set("parameters/locomotion/blend_position", locomotion_value)
advance_anim_delta_accum += delta
var advance_anim_step := maxi(
main_camera.advance_anim_step,
SelectionManager.advance_anim_step
)
var frame := Engine.get_frames_drawn()
var advance := (frame + get_instance_id()) % advance_anim_step == 0
anim_advance_indicator.visible = advance and DebugManager.enabled
if advance:
animation_tree.advance(advance_anim_delta_accum)
advance_anim_delta_accum = 0
func _wander(delta: float) -> void:
wandering_timer -= delta
if wandering_timer <= 0:
var new_pos_offset := Vector3(
randf_range(-max_wander_distance, max_wander_distance),
0,
randf_range(-max_wander_distance, max_wander_distance),
)
var new_pos := wandering_center + new_pos_offset
nav_agent.set_target_position(new_pos)
wandering_timer = randf_range(-min_wander_interval, max_wander_interval)
func _on_nav_agent_velocity_computed(safe_velocity: Vector3) -> void:
velocity = safe_velocity
move_and_slide()
func _on_visibility_notifier_screen_entered() -> void:
is_on_screen = true
func _on_visibility_notifier_screen_exited() -> void:
is_on_screen = false