[gd_scene load_steps=5 format=3 uid="uid://cdmksnsttot3j"] [sub_resource type="GDScript" id="GDScript_j6w7d"] script/source = "extends CharacterBody3D @export var speed : float = 10.0 @export var target_distance : float = 5.0 @export var detect_distance : float = 100.0 @export var max_home_distance : float = 50.0 @onready var player := $\"../Player\" @onready var last_velocity : Vector3 = player.velocity @onready var direction := 1.0 if randi() % 2 == 0 else -1.0 @onready var home := global_position var homing : bool = true func _process(_delta : float): if homing || global_position.distance_squared_to(home) > max_home_distance * max_home_distance: self.homing = true self.process_homing() elif player.global_position.distance_squared_to(global_position) > detect_distance * detect_distance: self.homing = true elif player.velocity.normalized().dot(global_position - player.global_position) > -10.0: self.process_ahead() else: self.process_behind() func process_homing(): if player.global_position.distance_squared_to(global_position) < detect_distance * detect_distance: self.homing = false else: self.velocity = (Vector3(home.x, global_position.y, home.z) - global_position).normalized() * speed func process_ahead(): var target : Vector3 = player.global_position + last_velocity target.y = self.global_position.y var forward : Vector3 = player.velocity.normalized() if player.global_position.distance_squared_to(self.global_position) < target_distance * target_distance or abs((player.global_position - global_position).dot(forward.cross(Vector3.UP))) < 0.25: self.velocity = Vector3() return if !forward.is_zero_approx(): last_velocity = player.velocity forward.y = 0.0 forward = forward.normalized() self.global_basis = Basis(Vector3.UP.cross(forward), Vector3.UP, forward) self.velocity = (target - self.global_position).normalized() * speed func process_behind(): var diff : Vector3 = player.global_position - global_position var forward := diff.normalized() var left := Vector3.UP.cross(forward) self.velocity = forward + left * direction * min(10.0, diff.length()) self.look_at(Vector3(player.global_position.x, global_position.y, player.global_position.z)) func _physics_process(_delta : float): self.velocity += Vector3(0, -0.25, 0) self.move_and_slide() " [sub_resource type="BoxMesh" id="BoxMesh_j6w7d"] size = Vector3(4.29, 3.77, 2.705) [sub_resource type="SphereShape3D" id="SphereShape3D_j6w7d"] radius = 1.83616 [sub_resource type="BoxShape3D" id="BoxShape3D_j6w7d"] size = Vector3(4.29688, 3.86325, 2.76758) [node name="WallEnemy" type="CharacterBody3D"] collision_layer = 2 script = SubResource("GDScript_j6w7d") [node name="MeshInstance3D" type="MeshInstance3D" parent="."] transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2.302, 0) mesh = SubResource("BoxMesh_j6w7d") [node name="CollisionShape3D" type="CollisionShape3D" parent="."] transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.83717, 0) shape = SubResource("SphereShape3D_j6w7d") [node name="AnimatableBody3D" type="AnimatableBody3D" parent="."] collision_layer = 2 collision_mask = 0 sync_to_physics = false [node name="CollisionShape3D2" type="CollisionShape3D" parent="AnimatableBody3D"] transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2.29157, 0) shape = SubResource("BoxShape3D_j6w7d")