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603b3afcc2
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f0aba0caf7
| Author | SHA1 | Date | |
|---|---|---|---|
| f0aba0caf7 | |||
| 3340ee4922 | |||
| 710e9c7bde |
11 changed files with 152 additions and 155 deletions
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@ -53,24 +53,8 @@ AnimationPlayer *EnemyRifleman::get_anim() const {
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return this->anim;
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return this->anim;
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}
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}
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void RiflemanState::set_target(Node *node) {
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this->target = cast_to<EnemyRifleman>(node);
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}
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EnemyRifleman *RiflemanState::get_target() const {
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EnemyRifleman *RiflemanState::get_target() const {
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return this->target;
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return cast_to<EnemyRifleman>(get_body());
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}
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NpcUnit *RiflemanState::get_unit() const {
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return this->target->get_unit();
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}
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NavigationAgent3D *RiflemanState::get_nav() const {
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return this->target->get_nav();
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}
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AnimationPlayer *RiflemanState::get_anim() const {
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return this->target->get_anim();
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}
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}
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void RiflemanPatrolState::enter_state() {
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void RiflemanPatrolState::enter_state() {
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@ -29,19 +29,12 @@ private:
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/* ============================== STATES ============================== */
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/* ============================== STATES ============================== */
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class RiflemanState : public State {
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class RiflemanState : public EnemyState {
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GDCLASS(RiflemanState, State);
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GDCLASS(RiflemanState, State);
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static void _bind_methods() {}
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static void _bind_methods() {}
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public:
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public:
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virtual void set_target(Node *target) override;
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EnemyRifleman *get_target() const;
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EnemyRifleman *get_target() const;
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NpcUnit *get_unit() const;
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NavigationAgent3D *get_nav() const;
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AnimationPlayer *get_anim() const;
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private:
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EnemyRifleman *target{ nullptr };
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};
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};
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class RiflemanPatrolState : public RiflemanState {
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class RiflemanPatrolState : public RiflemanState {
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@ -1,27 +1,15 @@
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#include "enemy_wretched.h"
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#include "enemy_wretched.h"
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#include "wave_survival/macros.h"
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#include "scene/animation/animation_player.h"
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#include "wave_survival/npc_unit.h"
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#include "wave_survival/npc_unit.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/state_machine.h"
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#include "wave_survival/state_machine.h"
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void EnemyWretched::_bind_methods() {
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void EnemyWretched::_bind_methods() {}
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BIND_PROPERTY(Variant::FLOAT, chase_speed);
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}
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void EnemyWretched::on_child_entered(Node *node) {
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if (StateMachine * fsm{ cast_to<StateMachine>(node) }) {
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this->fsm = fsm;
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}
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if (node->has_node(NodePath("AnimationPlayer"))) {
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this->anim = cast_to<AnimationPlayer>(node->get_node(NodePath("AnimationPlayer")));
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}
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}
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void EnemyWretched::ready() {
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void EnemyWretched::ready() {
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this->fsm->add_state(memnew(WretchedPatrolState));
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get_fsm()->add_state(memnew(WretchedPatrolState));
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this->fsm->add_state(memnew(WretchedChaseState));
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get_fsm()->add_state(memnew(WretchedChaseState));
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this->fsm->add_state(memnew(WretchedAttackState));
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get_fsm()->add_state(memnew(WretchedAttackState));
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}
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}
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void EnemyWretched::_notification(int what) {
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void EnemyWretched::_notification(int what) {
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@ -31,99 +19,26 @@ void EnemyWretched::_notification(int what) {
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switch (what) {
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switch (what) {
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default:
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default:
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return;
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return;
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case NOTIFICATION_ENTER_TREE:
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if (!is_ready()) {
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connect("child_entered_tree", callable_mp(this, &self_type::on_child_entered));
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}
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return;
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case NOTIFICATION_READY:
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case NOTIFICATION_READY:
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ready();
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ready();
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return;
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return;
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}
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}
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}
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}
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void EnemyWretched::set_chase_speed(float speed) {
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this->chase_speed = speed;
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}
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float EnemyWretched::get_chase_speed() const {
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return this->chase_speed;
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}
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AnimationPlayer *EnemyWretched::get_anim() const {
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return this->anim;
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}
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void WretchedState::set_target(Node *node) {
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this->target = cast_to<EnemyWretched>(node);
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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 cast_to<EnemyWretched>(get_body());
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}
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NpcUnit *WretchedState::get_unit() const {
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return this->target->get_unit();
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}
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NavigationAgent3D *WretchedState::get_nav() const {
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return this->target->get_nav();
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}
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AnimationPlayer *WretchedState::get_anim() const {
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return this->target->get_anim();
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}
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void WretchedPatrolState::set_patrol_target(Vector3 path_point) {
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get_nav()->set_target_position(path_point + get_target()->get_unit_offset_3d());
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}
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void WretchedPatrolState::on_velocity_calculated(Vector3 direction) {
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get_target()->set_movement_direction(Vector2{ direction.x, direction.z } / get_target()->get_movement_speed());
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}
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void WretchedPatrolState::enter_state() {
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this->path = get_target()->get_unit()->get_patrol_path();
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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_nav()->set_max_speed(max_speed);
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if (this->path) {
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Vector3 const nav_target{ this->path->get_closest_point(get_target()->get_global_position(), &this->path_point) };
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set_patrol_target(nav_target);
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}
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get_nav()->connect("velocity_computed", this->mp_on_velocity_calculated);
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}
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void WretchedPatrolState::process(double delta) {
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if (this->path) {
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if (get_nav()->is_navigation_finished()) {
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this->path_point += 1;
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set_patrol_target(this->path->point_at(this->path_point));
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}
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Vector3 const direction{ get_target()->get_global_position().direction_to(get_nav()->get_next_path_position()).normalized() };
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if (get_nav()->get_avoidance_enabled()) {
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get_nav()->set_velocity(direction);
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} else {
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on_velocity_calculated(direction);
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}
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}
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}
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void WretchedPatrolState::exit_state() {
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get_nav()->disconnect("velocity_computed", this->mp_on_velocity_calculated);
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}
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}
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String WretchedPatrolState::get_next_state() const {
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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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if (get_body()->get_unit()->is_aware_of_player()) {
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return WretchedChaseState::get_class_static();
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return WretchedChaseState::get_class_static();
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}
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}
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return get_class();
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return get_class();
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}
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}
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void WretchedChaseState::enter_state() {
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void WretchedChaseState::enter_state() {
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get_target()->set_movement_speed(get_target()->get_chase_speed());
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get_target()->set_movement_speed(get_target()->get_max_speed());
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get_nav()->set_max_speed(get_target()->get_chase_speed());
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get_nav()->set_max_speed(get_target()->get_max_speed());
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get_nav()->set_target_position(PlayerBody::get_singleton()->get_global_position());
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get_nav()->set_target_position(PlayerBody::get_singleton()->get_global_position());
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get_anim()->play("ready"); // TODO: replace this with "run"
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get_anim()->play("ready"); // TODO: replace this with "run"
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}
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}
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@ -1,7 +1,6 @@
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#ifndef ENEMY_WRETCHED_H
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#ifndef ENEMY_WRETCHED_H
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#define ENEMY_WRETCHED_H
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#define ENEMY_WRETCHED_H
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#include "scene/animation/animation_player.h"
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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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@ -11,56 +10,28 @@ class StateMachine;
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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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static void _bind_methods();
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static void _bind_methods();
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void on_child_entered(Node *node);
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void ready();
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void ready();
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protected:
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protected:
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void _notification(int what);
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void _notification(int what);
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public:
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void set_chase_speed(float speed);
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float get_chase_speed() const;
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AnimationPlayer *get_anim() const;
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private:
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float chase_speed{ 5.f };
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StateMachine *fsm{ nullptr };
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AnimationPlayer *anim{ nullptr };
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};
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};
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/* ============================== STATES ============================== */
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/* ============================== STATES ============================== */
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class WretchedState : public State {
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class WretchedState : public EnemyState {
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GDCLASS(WretchedState, State);
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GDCLASS(WretchedState, State);
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static void _bind_methods() {}
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static void _bind_methods() {}
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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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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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AnimationPlayer *get_anim() const;
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private:
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EnemyWretched *target{ nullptr };
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};
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};
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class WretchedPatrolState : public WretchedState {
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class WretchedPatrolState : public PatrolState {
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GDCLASS(WretchedPatrolState, WretchedState);
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GDCLASS(WretchedPatrolState, PatrolState);
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static void _bind_methods() {}
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static void _bind_methods() {}
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void set_patrol_target(Vector3 path_point);
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void on_velocity_calculated(Vector3 direction);
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public:
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public:
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virtual void enter_state() override;
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String get_next_state() const 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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virtual void exit_state() override;
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private:
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int path_point{ 0 };
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PatrolPath *path{ nullptr };
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Callable mp_on_velocity_calculated{ callable_mp(this, &self_type::on_velocity_calculated) };
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};
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};
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class WretchedChaseState : public WretchedState {
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class WretchedChaseState : public WretchedState {
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@ -1,10 +1,13 @@
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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 "npc_unit.h"
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#include "scene/animation/animation_player.h"
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#include "wave_survival/npc_unit.h"
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#include "wave_survival/patrol_path.h"
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void EnemyBody::_bind_methods() {
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void EnemyBody::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_movement_direction", "direction"), &self_type::set_movement_direction);
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ClassDB::bind_method(D_METHOD("set_movement_direction", "direction"), &self_type::set_movement_direction);
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ClassDB::bind_method(D_METHOD("get_unit"), &self_type::get_unit);
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ClassDB::bind_method(D_METHOD("get_unit"), &self_type::get_unit);
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BIND_PROPERTY(Variant::FLOAT, max_speed);
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}
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}
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void EnemyBody::on_child_added(Node *node) {
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void EnemyBody::on_child_added(Node *node) {
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@ -14,6 +17,9 @@ void EnemyBody::on_child_added(Node *node) {
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if (NavigationAgent3D * nav{ cast_to<NavigationAgent3D>(node) }) {
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if (NavigationAgent3D * nav{ cast_to<NavigationAgent3D>(node) }) {
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this->nav = nav;
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this->nav = nav;
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}
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}
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if (node->has_node(NodePath("AnimationPlayer"))) {
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this->anim = cast_to<AnimationPlayer>(node->get_node(NodePath("AnimationPlayer")));
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}
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}
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}
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void EnemyBody::ready() {
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void EnemyBody::ready() {
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@ -42,6 +48,9 @@ void EnemyBody::_notification(int what) {
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switch (what) {
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switch (what) {
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default:
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default:
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return;
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return;
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case NOTIFICATION_ENTER_TREE:
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connect("child_entered_tree", callable_mp(this, &self_type::on_child_added));
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return;
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case NOTIFICATION_READY:
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case NOTIFICATION_READY:
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set_physics_process(true);
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set_physics_process(true);
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ready();
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ready();
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@ -52,6 +61,14 @@ void EnemyBody::_notification(int what) {
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}
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}
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}
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}
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void EnemyBody::set_max_speed(float speed) {
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this->max_speed = speed;
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}
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float EnemyBody::get_max_speed() const {
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return this->max_speed;
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}
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void EnemyBody::set_movement_direction(Vector2 direction) {
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void EnemyBody::set_movement_direction(Vector2 direction) {
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this->movement_direction = direction;
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this->movement_direction = direction;
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}
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}
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@ -72,6 +89,14 @@ NavigationAgent3D *EnemyBody::get_nav() const {
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return this->nav;
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return this->nav;
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}
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}
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AnimationPlayer *EnemyBody::get_anim() const {
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return this->anim;
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}
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StateMachine *EnemyBody::get_fsm() const {
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return this->fsm;
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}
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void EnemyBody::set_movement_speed(float value) {
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void EnemyBody::set_movement_speed(float value) {
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this->movement_speed = value;
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this->movement_speed = value;
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}
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}
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@ -91,3 +116,64 @@ Vector2 EnemyBody::get_unit_offset() const {
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Vector3 EnemyBody::get_unit_offset_3d() const {
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Vector3 EnemyBody::get_unit_offset_3d() const {
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return { this->unit_offset.x, 0, this->unit_offset.y };
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return { this->unit_offset.x, 0, this->unit_offset.y };
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}
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}
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void EnemyState::set_target(Node *node) {
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this->body = cast_to<EnemyBody>(node);
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ERR_FAIL_COND_EDMSG(this->body == nullptr, "EnemyState initialised invalid target");
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}
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NpcUnit *EnemyState::get_unit() const {
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return this->body->get_unit();
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}
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NavigationAgent3D *EnemyState::get_nav() const {
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return this->body->get_nav();
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}
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AnimationPlayer *EnemyState::get_anim() const {
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return this->body->get_anim();
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}
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|
||||||
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EnemyBody *EnemyState::get_body() const {
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||||||
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return this->body;
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}
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||||||
|
void PatrolState::set_patrol_target(Vector3 path_point) {
|
||||||
|
get_nav()->set_target_position(path_point + get_body()->get_unit_offset_3d());
|
||||||
|
}
|
||||||
|
|
||||||
|
void PatrolState::on_velocity_calculated(Vector3 direction) {
|
||||||
|
get_body()->set_movement_direction(Vector2{ direction.x, direction.z } / get_body()->get_movement_speed());
|
||||||
|
}
|
||||||
|
|
||||||
|
void PatrolState::enter_state() {
|
||||||
|
this->path = get_body()->get_unit()->get_patrol_path();
|
||||||
|
|
||||||
|
float const max_speed{ get_unit()->get_patrol_speed() };
|
||||||
|
get_body()->set_movement_speed(max_speed);
|
||||||
|
get_nav()->set_max_speed(max_speed);
|
||||||
|
if (this->path) {
|
||||||
|
Vector3 const nav_target{ this->path->get_closest_point(get_body()->get_global_position(), &this->path_point) };
|
||||||
|
set_patrol_target(nav_target);
|
||||||
|
}
|
||||||
|
get_nav()->connect("velocity_computed", this->mp_on_velocity_calculated);
|
||||||
|
}
|
||||||
|
|
||||||
|
void PatrolState::process(double delta) {
|
||||||
|
if (this->path) {
|
||||||
|
if (get_nav()->is_navigation_finished()) {
|
||||||
|
this->path_point += 1;
|
||||||
|
set_patrol_target(this->path->point_at(this->path_point));
|
||||||
|
}
|
||||||
|
Vector3 const direction{ get_body()->get_global_position().direction_to(get_nav()->get_next_path_position()).normalized() };
|
||||||
|
if (get_nav()->get_avoidance_enabled()) {
|
||||||
|
get_nav()->set_velocity(direction);
|
||||||
|
} else {
|
||||||
|
on_velocity_calculated(direction);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void PatrolState::exit_state() {
|
||||||
|
get_nav()->disconnect("velocity_computed", this->mp_on_velocity_calculated);
|
||||||
|
}
|
||||||
|
|
|
||||||
|
|
@ -4,8 +4,11 @@
|
||||||
#include "scene/3d/navigation/navigation_agent_3d.h"
|
#include "scene/3d/navigation/navigation_agent_3d.h"
|
||||||
#include "scene/3d/physics/character_body_3d.h"
|
#include "scene/3d/physics/character_body_3d.h"
|
||||||
#include "wave_survival/health_status.h"
|
#include "wave_survival/health_status.h"
|
||||||
|
#include "wave_survival/state.h"
|
||||||
#include "wave_survival/state_machine.h"
|
#include "wave_survival/state_machine.h"
|
||||||
class NpcUnit;
|
class NpcUnit;
|
||||||
|
class AnimationPlayer;
|
||||||
|
class PatrolPath;
|
||||||
|
|
||||||
class EnemyBody : public CharacterBody3D {
|
class EnemyBody : public CharacterBody3D {
|
||||||
GDCLASS(EnemyBody, CharacterBody3D);
|
GDCLASS(EnemyBody, CharacterBody3D);
|
||||||
|
|
@ -14,15 +17,23 @@ class EnemyBody : public CharacterBody3D {
|
||||||
void ready();
|
void ready();
|
||||||
void physics_process(double delta);
|
void physics_process(double delta);
|
||||||
|
|
||||||
public:
|
protected:
|
||||||
void _notification(int what);
|
void _notification(int what);
|
||||||
|
|
||||||
|
public:
|
||||||
|
void set_max_speed(float speed);
|
||||||
|
float get_max_speed() const;
|
||||||
|
|
||||||
void set_movement_direction(Vector2 direction);
|
void set_movement_direction(Vector2 direction);
|
||||||
|
|
||||||
void set_unit(NpcUnit *unit);
|
void set_unit(NpcUnit *unit);
|
||||||
NpcUnit *get_unit() const;
|
NpcUnit *get_unit() const;
|
||||||
|
|
||||||
HealthStatus *get_health() const;
|
HealthStatus *get_health() const;
|
||||||
NavigationAgent3D *get_nav() const;
|
NavigationAgent3D *get_nav() const;
|
||||||
|
AnimationPlayer *get_anim() const;
|
||||||
|
StateMachine *get_fsm() const;
|
||||||
|
|
||||||
void set_movement_speed(float value);
|
void set_movement_speed(float value);
|
||||||
float get_movement_speed() const;
|
float get_movement_speed() const;
|
||||||
void set_unit_offset(Vector2 offset);
|
void set_unit_offset(Vector2 offset);
|
||||||
|
|
@ -30,6 +41,7 @@ public:
|
||||||
Vector3 get_unit_offset_3d() const;
|
Vector3 get_unit_offset_3d() const;
|
||||||
|
|
||||||
private:
|
private:
|
||||||
|
float max_speed{ 4.f };
|
||||||
float movement_speed{ 1.f };
|
float movement_speed{ 1.f };
|
||||||
Vector2 movement_direction{ 0, 0 };
|
Vector2 movement_direction{ 0, 0 };
|
||||||
|
|
||||||
|
|
@ -37,7 +49,40 @@ private:
|
||||||
NpcUnit *unit{ nullptr };
|
NpcUnit *unit{ nullptr };
|
||||||
HealthStatus *health{ nullptr };
|
HealthStatus *health{ nullptr };
|
||||||
NavigationAgent3D *nav{ nullptr };
|
NavigationAgent3D *nav{ nullptr };
|
||||||
|
AnimationPlayer *anim{ nullptr };
|
||||||
Vector2 unit_offset{ 0, 0 };
|
Vector2 unit_offset{ 0, 0 };
|
||||||
};
|
};
|
||||||
|
|
||||||
|
class EnemyState : public State {
|
||||||
|
GDCLASS(EnemyState, State);
|
||||||
|
static void _bind_methods() {}
|
||||||
|
|
||||||
|
public:
|
||||||
|
void set_target(Node *node) override;
|
||||||
|
NpcUnit *get_unit() const;
|
||||||
|
NavigationAgent3D *get_nav() const;
|
||||||
|
AnimationPlayer *get_anim() const;
|
||||||
|
EnemyBody *get_body() const;
|
||||||
|
|
||||||
|
private:
|
||||||
|
EnemyBody *body{ nullptr };
|
||||||
|
};
|
||||||
|
|
||||||
|
class PatrolState : public EnemyState {
|
||||||
|
GDCLASS(PatrolState, EnemyState);
|
||||||
|
static void _bind_methods() {}
|
||||||
|
void set_patrol_target(Vector3 path_point);
|
||||||
|
void on_velocity_calculated(Vector3 direction);
|
||||||
|
|
||||||
|
public:
|
||||||
|
virtual void enter_state() override;
|
||||||
|
virtual void process(double delta) override;
|
||||||
|
virtual void exit_state() override;
|
||||||
|
|
||||||
|
private:
|
||||||
|
int path_point{ 0 };
|
||||||
|
PatrolPath *path{ nullptr };
|
||||||
|
Callable mp_on_velocity_calculated{ callable_mp(this, &self_type::on_velocity_calculated) };
|
||||||
|
};
|
||||||
|
|
||||||
#endif // !ENEMY_BODY_H
|
#endif // !ENEMY_BODY_H
|
||||||
|
|
|
||||||
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
|
|
@ -14,13 +14,16 @@ func _highlight_changed(_interactor: PlayerInteractor, value: bool) -> void:
|
||||||
func _activated(interactor: PlayerInteractor) -> void:
|
func _activated(interactor: PlayerInteractor) -> void:
|
||||||
interactor.pickup_demo_pack()
|
interactor.pickup_demo_pack()
|
||||||
get_owner().queue_free()
|
get_owner().queue_free()
|
||||||
|
|
||||||
|
func _process(delta : float):
|
||||||
|
$\"../MeshInstance3D\".global_rotate(Vector3(0, 1, 0), delta)
|
||||||
"
|
"
|
||||||
|
|
||||||
[sub_resource type="BoxMesh" id="BoxMesh_kl827"]
|
[sub_resource type="BoxMesh" id="BoxMesh_kl827"]
|
||||||
size = Vector3(0.19555664, 0.13061523, 0.37719727)
|
size = Vector3(0.19555664, 0.13061523, 0.37719727)
|
||||||
|
|
||||||
[node name="DemoPackPickup" type="StaticBody3D" unique_id=1833876644]
|
[node name="DemoPackPickup" type="StaticBody3D" unique_id=1833876644]
|
||||||
collision_layer = 18
|
collision_layer = 16
|
||||||
|
|
||||||
[node name="CollisionShape3D" type="CollisionShape3D" parent="." unique_id=1902989490]
|
[node name="CollisionShape3D" type="CollisionShape3D" parent="." unique_id=1902989490]
|
||||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.248144, 0)
|
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.248144, 0)
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue