feat: implemented enemy wretched patrol and chase states
This commit is contained in:
parent
1b0e4384b9
commit
9517588415
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@ -10,6 +10,8 @@ void EnemyWretched::_bind_methods() {
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void EnemyWretched::ready() {
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void EnemyWretched::ready() {
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if (StateMachine * fsm{ cast_to<StateMachine>(get_node(NodePath("%StateMachine"))) }) {
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if (StateMachine * fsm{ cast_to<StateMachine>(get_node(NodePath("%StateMachine"))) }) {
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fsm->add_state(memnew(WretchedPatrolState));
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fsm->add_state(memnew(WretchedPatrolState));
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fsm->add_state(memnew(WretchedChaseState));
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fsm->add_state(memnew(WretchedAttackState));
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}
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}
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}
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}
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@ -28,28 +30,69 @@ void EnemyWretched::_notification(int what) {
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void WretchedState::set_target(Node *node) {
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void WretchedState::set_target(Node *node) {
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this->target = cast_to<EnemyWretched>(node);
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this->target = cast_to<EnemyWretched>(node);
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this->nav = this->target->get_nav();
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this->unit = this->target->get_unit();
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}
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}
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EnemyWretched *WretchedState::get_target() const {
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EnemyWretched *WretchedState::get_target() const {
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return this->target;
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return this->target;
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}
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}
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NpcUnit *WretchedState::get_unit() const {
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return this->unit;
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}
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NavigationAgent3D *WretchedState::get_nav() const {
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return this->nav;
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}
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void WretchedPatrolState::enter_state() {
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void WretchedPatrolState::enter_state() {
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this->nav = get_target()->get_nav();
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this->path = get_target()->get_unit()->get_patrol_path();
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this->path = get_target()->get_unit()->get_patrol_path();
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float const max_speed{ get_target()->get_unit()->get_patrol_speed() };
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float const max_speed{ get_unit()->get_patrol_speed() };
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get_target()->set_movement_speed(max_speed);
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get_target()->set_movement_speed(max_speed);
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this->nav->set_max_speed(max_speed);
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get_nav()->set_max_speed(max_speed);
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this->path_point = this->path->get_closest_point(get_target()->get_global_position());
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this->path_point = this->path->get_closest_point(get_target()->get_global_position());
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this->nav->set_target_position(this->path->point_at(this->path_point));
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get_nav()->set_target_position(this->path->point_at(this->path_point));
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}
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}
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void WretchedPatrolState::process(double delta) {
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void WretchedPatrolState::process(double delta) {
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if (this->nav->is_navigation_finished()) {
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if (get_nav()->is_navigation_finished()) {
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this->path_point += 1;
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this->path_point += 1;
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this->nav->set_target_position(this->path->point_at(this->path_point));
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get_nav()->set_target_position(this->path->point_at(this->path_point));
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}
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}
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Vector3 const direction{ get_target()->get_global_position().direction_to(this->nav->get_next_path_position()) };
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Vector3 const direction{ get_target()->get_global_position().direction_to(get_nav()->get_next_path_position()) };
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get_target()->set_movement_direction(Vector2{ direction.x, direction.z }.normalized());
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get_target()->set_movement_direction(Vector2{ direction.x, direction.z }.normalized());
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}
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}
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String WretchedPatrolState::get_next_state() const {
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if (get_target()->get_unit()->is_aware_of_player()) {
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return WretchedChaseState::get_class_static();
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}
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return get_class();
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}
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void WretchedChaseState::enter_state() {
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// TODO: replace this with a setting somewhere
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get_target()->set_movement_speed(get_unit()->get_patrol_speed() * 2.f);
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get_nav()->set_max_speed(get_unit()->get_patrol_speed() * 2.f);
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get_nav()->set_target_position(PlayerBody::get_singleton()->get_global_position());
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}
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void WretchedChaseState::process(double delta) {
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// TODO: optimize this with some checks to avoid re-pathing every frame
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get_nav()->set_target_position(PlayerBody::get_singleton()->get_global_position());
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Vector3 const direction{ get_target()->get_global_position().direction_to(get_nav()->get_next_path_position()) };
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get_target()->set_movement_direction(Vector2{ direction.x, direction.z }.normalized());
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}
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String WretchedChaseState::get_next_state() const {
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if (get_target()->get_global_position().distance_to(PlayerBody::get_singleton()->get_global_position()) < 2.f) {
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return WretchedAttackState::get_class_static();
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}
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return get_class();
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}
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String WretchedAttackState::get_next_state() const {
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return WretchedChaseState::get_class_static();
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}
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@ -4,6 +4,7 @@
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#include "wave_survival/enemy_body.h"
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#include "wave_survival/enemy_body.h"
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#include "wave_survival/state.h"
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#include "wave_survival/state.h"
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class PatrolPath;
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class PatrolPath;
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class NpcUnit;
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class EnemyWretched : public EnemyBody {
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class EnemyWretched : public EnemyBody {
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GDCLASS(EnemyWretched, EnemyBody);
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GDCLASS(EnemyWretched, EnemyBody);
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@ -23,9 +24,13 @@ class WretchedState : public State {
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public:
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public:
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virtual void set_target(Node *node) override;
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virtual void set_target(Node *node) override;
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EnemyWretched *get_target() const;
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EnemyWretched *get_target() const;
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NpcUnit *get_unit() const;
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NavigationAgent3D *get_nav() const;
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private:
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private:
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NpcUnit *unit{ nullptr };
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EnemyWretched *target{ nullptr };
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EnemyWretched *target{ nullptr };
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NavigationAgent3D *nav{ nullptr };
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};
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};
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class WretchedPatrolState : public WretchedState {
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class WretchedPatrolState : public WretchedState {
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@ -35,11 +40,29 @@ class WretchedPatrolState : public WretchedState {
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public:
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public:
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virtual void enter_state() override;
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virtual void enter_state() override;
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virtual void process(double delta) override;
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virtual void process(double delta) override;
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virtual String get_next_state() const override;
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private:
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private:
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NavigationAgent3D *nav{ nullptr };
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int path_point{ 0 };
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int path_point{ 0 };
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PatrolPath *path{ nullptr };
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PatrolPath *path{ nullptr };
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};
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};
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class WretchedChaseState : public WretchedState {
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GDCLASS(WretchedChaseState, WretchedState);
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static void _bind_methods() {}
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public:
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virtual void enter_state() override;
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virtual void process(double delta) override;
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virtual String get_next_state() const override;
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};
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class WretchedAttackState : public WretchedState {
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GDCLASS(WretchedAttackState, WretchedState);
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static void _bind_methods() {}
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public:
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virtual String get_next_state() const override;
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};
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#endif // !ENEMY_WRETCHED_H
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#endif // !ENEMY_WRETCHED_H
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@ -2,15 +2,24 @@
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#include "enemy_body.h"
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#include "enemy_body.h"
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#include "macros.h"
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#include "macros.h"
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#include "patrol_path.h"
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#include "patrol_path.h"
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#include "player_detector.h"
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void NpcUnit::_bind_methods() {
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void NpcUnit::_bind_methods() {
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BIND_HPROPERTY(Variant::OBJECT, patrol_path, PROPERTY_HINT_NODE_TYPE, "PatrolPath");
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BIND_HPROPERTY(Variant::OBJECT, patrol_path, PROPERTY_HINT_NODE_TYPE, "PatrolPath");
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}
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}
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void NpcUnit::on_npc_awareness_changed(bool value) {
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if (value) {
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this->aware_of_player = true;
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}
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}
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void NpcUnit::child_added(Node *node) {
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void NpcUnit::child_added(Node *node) {
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if (EnemyBody * npc{ cast_to<EnemyBody>(node) }) {
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if (EnemyBody * npc{ cast_to<EnemyBody>(node) }) {
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this->npcs.push_back(npc);
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this->npcs.push_back(npc);
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npc->set_unit(this);
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npc->set_unit(this);
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PlayerDetector *detector{ cast_to<PlayerDetector>(npc->get_node(NodePath("%PlayerDetector"))) };
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detector->connect(PlayerDetector::sig_awareness_changed, callable_mp(this, &self_type::on_npc_awareness_changed));
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}
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}
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}
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}
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@ -40,7 +49,7 @@ PatrolPath *NpcUnit::get_patrol_path() const {
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}
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}
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bool NpcUnit::is_aware_of_player() const {
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bool NpcUnit::is_aware_of_player() const {
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return false;
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return this->aware_of_player;
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}
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}
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void NpcUnit::set_patrol_speed(float speed) {
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void NpcUnit::set_patrol_speed(float speed) {
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@ -9,6 +9,7 @@ class PatrolPath;
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class NpcUnit : public Node {
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class NpcUnit : public Node {
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GDCLASS(NpcUnit, Node);
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GDCLASS(NpcUnit, Node);
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static void _bind_methods();
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static void _bind_methods();
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void on_npc_awareness_changed(bool seen);
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void child_added(Node *node);
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void child_added(Node *node);
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void enter_tree();
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void enter_tree();
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@ -23,6 +24,7 @@ public:
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float get_patrol_speed() const;
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float get_patrol_speed() const;
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private:
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private:
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bool aware_of_player{ false };
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Vector<EnemyBody *> npcs{};
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Vector<EnemyBody *> npcs{};
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PatrolPath *patrol_path{ nullptr };
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PatrolPath *patrol_path{ nullptr };
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float patrol_speed{ 3.f };
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float patrol_speed{ 3.f };
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74
modules/wave_survival/player_detector.cpp
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74
modules/wave_survival/player_detector.cpp
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@ -0,0 +1,74 @@
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#include "player_detector.h"
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String PlayerDetector::sig_awareness_changed{ "awareness_changed" };
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void PlayerDetector::_bind_methods() {
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ADD_SIGNAL(MethodInfo(sig_awareness_changed, PropertyInfo(Variant::BOOL, "aware")));
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}
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// Check if the player is in a bounded area in front of the detector and unobscured.
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// As all tests are required to pass, we do them in increasing order of complexity, to minimize unneeded resource use.
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bool PlayerDetector::check() const {
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Vector3 const forward{ get_global_basis().get_column(2) };
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Vector3 const position{ get_global_position() };
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Vector3 const target{ PlayerBody::get_singleton()->get_global_position() + Vector3{ 0.f, 1.5f, 0.f } };
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// check if the target is in a view cone
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if (forward.dot(target - position) < this->min_dot) {
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return false;
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}
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// check if the target is in range
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if (position.distance_squared_to(target) > this->max_distance * this->max_distance) {
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return false;
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}
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// check if the target is obscured
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PhysicsDirectSpaceState3D::RayParameters params{ this->ray_params };
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params.from = position;
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params.to = target;
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PhysicsDirectSpaceState3D *space{ get_world_3d()->get_direct_space_state() };
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PhysicsDirectSpaceState3D::RayResult result{};
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space->intersect_ray(params, result);
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return result.collider == nullptr;
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}
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void PlayerDetector::ready() {
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this->ray_params.exclude.insert(PlayerBody::get_singleton()->get_rid());
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}
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void PlayerDetector::process(double delta) {
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if (this->query_timer > 0.0) {
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this->query_timer -= delta;
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} else {
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this->query_timer = this->query_time;
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bool const new_awareness{ check() };
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if (new_awareness != this->aware_of_player) {
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set_aware_of_player(new_awareness);
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}
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}
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}
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void PlayerDetector::set_aware_of_player(bool value) {
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print_line(vformat("awareness changed to %s", value));
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emit_signal(sig_awareness_changed, value);
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this->aware_of_player = value;
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}
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void PlayerDetector::_notification(int what) {
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if (Engine::get_singleton()->is_editor_hint()) {
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return;
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}
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switch (what) {
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default:
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return;
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case NOTIFICATION_READY:
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set_process(true);
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ready();
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return;
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case NOTIFICATION_PROCESS:
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process(get_process_delta_time());
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return;
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}
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}
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bool PlayerDetector::is_aware_of_player() const {
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return this->aware_of_player;
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}
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33
modules/wave_survival/player_detector.h
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33
modules/wave_survival/player_detector.h
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@ -0,0 +1,33 @@
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#ifndef PLAYER_DETECTOR_H
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#define PLAYER_DETECTOR_H
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#include "player_body.h"
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#include "scene/3d/node_3d.h"
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class PlayerDetector : public Node3D {
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GDCLASS(PlayerDetector, Node3D);
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static void _bind_methods();
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bool check() const;
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void ready();
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void process(double delta);
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void set_aware_of_player(bool value);
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protected:
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void _notification(int what);
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public:
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bool is_aware_of_player() const;
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private:
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bool aware_of_player{ false };
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float max_distance{ 100.f };
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float min_dot{ 0.1f };
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double query_time{ 0.3 };
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double query_timer{ 0.0 };
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PhysicsDirectSpaceState3D::RayParameters ray_params{};
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public:
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static String sig_awareness_changed;
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};
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#endif // !PLAYER_DETECTOR_H
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#include "wave_survival/patrol_path.h"
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#include "wave_survival/patrol_path.h"
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#include "wave_survival/player_body.h"
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#include "wave_survival/player_body.h"
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#include "wave_survival/player_camera.h"
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#include "wave_survival/player_camera.h"
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#include "wave_survival/player_detector.h"
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#include "wave_survival/player_input.h"
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#include "wave_survival/player_input.h"
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#include "wave_survival/state.h"
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#include "wave_survival/state.h"
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#include "wave_survival/state_machine.h"
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#include "wave_survival/state_machine.h"
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@ -34,6 +35,10 @@ void initialize_wave_survival_module(ModuleInitializationLevel p_level) {
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GDREGISTER_CLASS(PatrolPath);
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GDREGISTER_CLASS(PatrolPath);
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GDREGISTER_CLASS(NpcUnit);
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GDREGISTER_CLASS(NpcUnit);
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GDREGISTER_CLASS(EnemyWretched);
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GDREGISTER_CLASS(EnemyWretched);
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GDREGISTER_CLASS(WretchedPatrolState);
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GDREGISTER_CLASS(WretchedChaseState);
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GDREGISTER_CLASS(WretchedAttackState);
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GDREGISTER_CLASS(PlayerDetector);
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}
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}
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void uninitialize_wave_survival_module(ModuleInitializationLevel p_level) {
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void uninitialize_wave_survival_module(ModuleInitializationLevel p_level) {
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@ -15,15 +15,12 @@ void StateMachine::switch_to_state(State *state) {
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}
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}
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}
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}
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void StateMachine::ready() {
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}
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void StateMachine::process(double delta) {
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void StateMachine::process(double delta) {
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if (this->current_state) {
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if (this->current_state) {
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this->current_state->process(delta);
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this->current_state->process(delta);
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String new_state{ this->current_state->get_next_state() };
|
String new_state{ this->current_state->get_next_state() };
|
||||||
if (new_state != this->current_state->get_class()) {
|
if (new_state != this->current_state->get_class()) {
|
||||||
this->switch_to_state(this->states[new_state]);
|
this->switch_to_state(this->states.has(new_state) ? this->states[new_state] : nullptr);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -37,7 +34,6 @@ void StateMachine::_notification(int what) {
|
||||||
return;
|
return;
|
||||||
case NOTIFICATION_READY:
|
case NOTIFICATION_READY:
|
||||||
set_process(true);
|
set_process(true);
|
||||||
ready();
|
|
||||||
return;
|
return;
|
||||||
case NOTIFICATION_PROCESS:
|
case NOTIFICATION_PROCESS:
|
||||||
process(get_process_delta_time());
|
process(get_process_delta_time());
|
||||||
|
@ -47,9 +43,11 @@ void StateMachine::_notification(int what) {
|
||||||
|
|
||||||
StateMachine::~StateMachine() {
|
StateMachine::~StateMachine() {
|
||||||
for (KeyValue<StringName, State *> kvp : this->states) {
|
for (KeyValue<StringName, State *> kvp : this->states) {
|
||||||
|
if (kvp.value != nullptr) {
|
||||||
memdelete(kvp.value);
|
memdelete(kvp.value);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
void StateMachine::add_state(State *state) {
|
void StateMachine::add_state(State *state) {
|
||||||
state->set_state_machine(this);
|
state->set_state_machine(this);
|
||||||
|
@ -58,4 +56,8 @@ void StateMachine::add_state(State *state) {
|
||||||
if (this->current_state == nullptr) {
|
if (this->current_state == nullptr) {
|
||||||
this->switch_to_state(state);
|
this->switch_to_state(state);
|
||||||
}
|
}
|
||||||
|
print_line("states:");
|
||||||
|
for (KeyValue<StringName, State *> kv : this->states) {
|
||||||
|
print_line(vformat("\t\t| %s %s", kv.key, kv.value));
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -8,7 +8,6 @@ class StateMachine : public Node {
|
||||||
GDCLASS(StateMachine, Node);
|
GDCLASS(StateMachine, Node);
|
||||||
static void _bind_methods();
|
static void _bind_methods();
|
||||||
void switch_to_state(State *state);
|
void switch_to_state(State *state);
|
||||||
void ready();
|
|
||||||
void process(double delta);
|
void process(double delta);
|
||||||
|
|
||||||
protected:
|
protected:
|
||||||
|
|
|
@ -29,6 +29,8 @@ navigation_mesh = SubResource("NavigationMesh_7ng1a")
|
||||||
|
|
||||||
[node name="CSGCombiner3D" type="CSGCombiner3D" parent="NavigationRegion3D"]
|
[node name="CSGCombiner3D" type="CSGCombiner3D" parent="NavigationRegion3D"]
|
||||||
use_collision = true
|
use_collision = true
|
||||||
|
collision_layer = 3
|
||||||
|
collision_mask = 0
|
||||||
|
|
||||||
[node name="CSGBox3D2" type="CSGBox3D" parent="NavigationRegion3D/CSGCombiner3D"]
|
[node name="CSGBox3D2" type="CSGBox3D" parent="NavigationRegion3D/CSGCombiner3D"]
|
||||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -7.424776, 3.1962457, -1.9109192)
|
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -7.424776, 3.1962457, -1.9109192)
|
||||||
|
@ -399,7 +401,16 @@ slide_on_ceiling = false
|
||||||
patrol_path = NodePath("../PatrolPath")
|
patrol_path = NodePath("../PatrolPath")
|
||||||
|
|
||||||
[node name="EnemyWretched" parent="NpcUnit" instance=ExtResource("3_7ng1a")]
|
[node name="EnemyWretched" parent="NpcUnit" instance=ExtResource("3_7ng1a")]
|
||||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.017590523, 0.023196908, 3.073964)
|
transform = Transform3D(-1, 0, -8.742278e-08, 0, 1, 0, 8.742278e-08, 0, -1, 0.017590523, 0.023196908, 3.073964)
|
||||||
|
|
||||||
|
[node name="EnemyWretched2" parent="NpcUnit" instance=ExtResource("3_7ng1a")]
|
||||||
|
transform = Transform3D(-1, 0, -8.742278e-08, 0, 1, 0, 8.742278e-08, 0, -1, -1.0904664, 0.023196908, 1.6584808)
|
||||||
|
|
||||||
|
[node name="EnemyWretched3" parent="NpcUnit" instance=ExtResource("3_7ng1a")]
|
||||||
|
transform = Transform3D(-1, 0, -8.742278e-08, 0, 1, 0, 8.742278e-08, 0, -1, 1.1613213, 0.023196908, 1.513694)
|
||||||
|
|
||||||
|
[node name="EnemyWretched4" parent="NpcUnit" instance=ExtResource("3_7ng1a")]
|
||||||
|
transform = Transform3D(-1, 0, -8.742278e-08, 0, 1, 0, 8.742278e-08, 0, -1, -0.977286, 0.023196908, 4.202239)
|
||||||
|
|
||||||
[node name="PatrolPath" type="PatrolPath" parent="."]
|
[node name="PatrolPath" type="PatrolPath" parent="."]
|
||||||
|
|
||||||
|
|
|
@ -19,3 +19,7 @@ unique_name_in_owner = true
|
||||||
unique_name_in_owner = true
|
unique_name_in_owner = true
|
||||||
path_desired_distance = 0.25
|
path_desired_distance = 0.25
|
||||||
debug_enabled = true
|
debug_enabled = true
|
||||||
|
|
||||||
|
[node name="PlayerDetector" type="PlayerDetector" parent="."]
|
||||||
|
unique_name_in_owner = true
|
||||||
|
transform = Transform3D(-1, 0, -8.742278e-08, 0, 1, 0, 8.742278e-08, 0, -1, 0, 1.4599279, 0)
|
||||||
|
|
|
@ -72,3 +72,5 @@ switch_weapon={
|
||||||
|
|
||||||
3d_render/layer_1="Default"
|
3d_render/layer_1="Default"
|
||||||
3d_render/layer_2="FirstPerson"
|
3d_render/layer_2="FirstPerson"
|
||||||
|
3d_physics/layer_1="Movement"
|
||||||
|
3d_physics/layer_2="Hit"
|
||||||
|
|
Loading…
Reference in a new issue