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No commits in common. "f0aba0caf7ba462a494d622b4cf4bd17990d5c14" and "603b3afcc294fc6ef21ba16a430b93240c5f7c60" have entirely different histories.
f0aba0caf7
...
603b3afcc2
11 changed files with 155 additions and 152 deletions
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@ -53,8 +53,24 @@ AnimationPlayer *EnemyRifleman::get_anim() const {
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return this->anim;
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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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return cast_to<EnemyRifleman>(get_body());
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return this->target;
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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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void RiflemanPatrolState::enter_state() {
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@ -29,12 +29,19 @@ private:
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/* ============================== STATES ============================== */
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class RiflemanState : public EnemyState {
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class RiflemanState : public State {
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GDCLASS(RiflemanState, State);
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static void _bind_methods() {}
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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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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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class RiflemanPatrolState : public RiflemanState {
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@ -1,15 +1,27 @@
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#include "enemy_wretched.h"
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#include "scene/animation/animation_player.h"
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#include "wave_survival/macros.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/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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get_fsm()->add_state(memnew(WretchedPatrolState));
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get_fsm()->add_state(memnew(WretchedChaseState));
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get_fsm()->add_state(memnew(WretchedAttackState));
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this->fsm->add_state(memnew(WretchedPatrolState));
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this->fsm->add_state(memnew(WretchedChaseState));
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this->fsm->add_state(memnew(WretchedAttackState));
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}
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void EnemyWretched::_notification(int what) {
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@ -19,26 +31,99 @@ void EnemyWretched::_notification(int what) {
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switch (what) {
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default:
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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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ready();
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return;
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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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return cast_to<EnemyWretched>(get_body());
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return this->target;
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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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String WretchedPatrolState::get_next_state() const {
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if (get_body()->get_unit()->is_aware_of_player()) {
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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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get_target()->set_movement_speed(get_target()->get_max_speed());
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get_nav()->set_max_speed(get_target()->get_max_speed());
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get_target()->set_movement_speed(get_target()->get_chase_speed());
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get_nav()->set_max_speed(get_target()->get_chase_speed());
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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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}
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@ -1,6 +1,7 @@
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#ifndef 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/state.h"
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class PatrolPath;
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@ -10,28 +11,56 @@ class StateMachine;
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class EnemyWretched : public EnemyBody {
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GDCLASS(EnemyWretched, EnemyBody);
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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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protected:
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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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/* ============================== STATES ============================== */
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class WretchedState : public EnemyState {
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class WretchedState : public State {
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GDCLASS(WretchedState, State);
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static void _bind_methods() {}
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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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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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class WretchedPatrolState : public PatrolState {
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GDCLASS(WretchedPatrolState, PatrolState);
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class WretchedPatrolState : public WretchedState {
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GDCLASS(WretchedPatrolState, WretchedState);
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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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String get_next_state() const 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 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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class WretchedChaseState : public WretchedState {
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@ -1,13 +1,10 @@
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#include "enemy_body.h"
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#include "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/patrol_path.h"
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#include "npc_unit.h"
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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("get_unit"), &self_type::get_unit);
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BIND_PROPERTY(Variant::FLOAT, max_speed);
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}
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void EnemyBody::on_child_added(Node *node) {
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@ -17,9 +14,6 @@ void EnemyBody::on_child_added(Node *node) {
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if (NavigationAgent3D * nav{ cast_to<NavigationAgent3D>(node) }) {
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this->nav = nav;
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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 EnemyBody::ready() {
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@ -48,9 +42,6 @@ void EnemyBody::_notification(int what) {
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switch (what) {
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default:
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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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set_physics_process(true);
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ready();
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@ -61,14 +52,6 @@ void EnemyBody::_notification(int what) {
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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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this->movement_direction = direction;
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}
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@ -89,14 +72,6 @@ NavigationAgent3D *EnemyBody::get_nav() const {
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return this->nav;
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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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this->movement_speed = value;
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}
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@ -116,64 +91,3 @@ Vector2 EnemyBody::get_unit_offset() 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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}
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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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EnemyBody *EnemyState::get_body() const {
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return this->body;
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}
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void PatrolState::set_patrol_target(Vector3 path_point) {
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get_nav()->set_target_position(path_point + get_body()->get_unit_offset_3d());
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}
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void PatrolState::on_velocity_calculated(Vector3 direction) {
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get_body()->set_movement_direction(Vector2{ direction.x, direction.z } / get_body()->get_movement_speed());
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}
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void PatrolState::enter_state() {
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this->path = get_body()->get_unit()->get_patrol_path();
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float const max_speed{ get_unit()->get_patrol_speed() };
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get_body()->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_body()->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 PatrolState::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_body()->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 PatrolState::exit_state() {
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get_nav()->disconnect("velocity_computed", this->mp_on_velocity_calculated);
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}
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@ -4,11 +4,8 @@
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#include "scene/3d/navigation/navigation_agent_3d.h"
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#include "scene/3d/physics/character_body_3d.h"
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#include "wave_survival/health_status.h"
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#include "wave_survival/state.h"
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#include "wave_survival/state_machine.h"
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class NpcUnit;
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class AnimationPlayer;
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class PatrolPath;
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class EnemyBody : public CharacterBody3D {
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GDCLASS(EnemyBody, CharacterBody3D);
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@ -17,23 +14,15 @@ class EnemyBody : public CharacterBody3D {
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void ready();
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void physics_process(double delta);
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protected:
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public:
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void _notification(int what);
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public:
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void set_max_speed(float speed);
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float get_max_speed() const;
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void set_movement_direction(Vector2 direction);
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void set_unit(NpcUnit *unit);
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NpcUnit *get_unit() const;
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HealthStatus *get_health() const;
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NavigationAgent3D *get_nav() const;
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AnimationPlayer *get_anim() const;
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StateMachine *get_fsm() const;
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void set_movement_speed(float value);
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float get_movement_speed() const;
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void set_unit_offset(Vector2 offset);
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@ -41,7 +30,6 @@ public:
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Vector3 get_unit_offset_3d() const;
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private:
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float max_speed{ 4.f };
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float movement_speed{ 1.f };
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Vector2 movement_direction{ 0, 0 };
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@ -49,40 +37,7 @@ private:
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NpcUnit *unit{ nullptr };
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HealthStatus *health{ nullptr };
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NavigationAgent3D *nav{ nullptr };
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AnimationPlayer *anim{ nullptr };
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Vector2 unit_offset{ 0, 0 };
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};
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class EnemyState : public State {
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GDCLASS(EnemyState, State);
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static void _bind_methods() {}
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public:
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void set_target(Node *node) override;
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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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EnemyBody *get_body() const;
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private:
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EnemyBody *body{ nullptr };
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};
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class PatrolState : public EnemyState {
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GDCLASS(PatrolState, EnemyState);
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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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||||
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
|
||||
|
|
|
|||
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|
|
@ -14,16 +14,13 @@ func _highlight_changed(_interactor: PlayerInteractor, value: bool) -> void:
|
|||
func _activated(interactor: PlayerInteractor) -> void:
|
||||
interactor.pickup_demo_pack()
|
||||
get_owner().queue_free()
|
||||
|
||||
func _process(delta : float):
|
||||
$\"../MeshInstance3D\".global_rotate(Vector3(0, 1, 0), delta)
|
||||
"
|
||||
|
||||
[sub_resource type="BoxMesh" id="BoxMesh_kl827"]
|
||||
size = Vector3(0.19555664, 0.13061523, 0.37719727)
|
||||
|
||||
[node name="DemoPackPickup" type="StaticBody3D" unique_id=1833876644]
|
||||
collision_layer = 16
|
||||
collision_layer = 18
|
||||
|
||||
[node name="CollisionShape3D" type="CollisionShape3D" parent="." unique_id=1902989490]
|
||||
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