generated from Persson-dev/Godot-Xmake
Zombies with PathFinding Run and Attack !
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@@ -1,14 +1,13 @@
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#include "Zombie.h"
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#include <godot_cpp/classes/engine.hpp>
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#include <godot_cpp/variant/utility_functions.hpp>
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using namespace godot;
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namespace blitz {
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static constexpr float SPEED = 2.0f;
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static constexpr float ATTACK_RANGE = 2.0f;
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void Zombie::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_m_PlayerPath", "m_PlayerPath"), &Zombie::set_m_PlayerPath);
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@@ -32,7 +31,11 @@ void Zombie::_ready() {
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DEV_ASSERT(m_Player);
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m_NavigationAgent = Object::cast_to<NavigationAgent3D>(find_child("NavigationAgent3D"));
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DEV_ASSERT(m_NavigationAgent);
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m_Velocity = Vector3(0, 0, 0);
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m_AnimationTree = Object::cast_to<AnimationTree>(find_child("AnimationTree"));
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DEV_ASSERT(m_AnimationTree);
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m_StateMachine = Object::cast_to<AnimationNodeStateMachinePlayback>(m_AnimationTree->get("parameters/playback"));
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DEV_ASSERT(m_StateMachine);
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this->set_velocity(Vector3(0, 0, 0));
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}
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void Zombie::_process(float a_Delta) {
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@@ -41,15 +44,26 @@ void Zombie::_process(float a_Delta) {
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return;
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}
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#endif
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this->set_velocity(m_Velocity);
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m_NavigationAgent->set_target_position(m_Player->get_global_position());
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Vector3 next_nav_point = m_NavigationAgent->get_next_path_position();
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m_Velocity = (next_nav_point - get_global_position()).normalized() * SPEED;
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this->set_velocity(m_Velocity);
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look_at(Vector3(m_Player->get_global_position().x, get_global_position().y, m_Player->get_global_position().z), Vector3(0, 1, 0));
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if (m_StateMachine->get_current_node().match("Run")) {
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m_NavigationAgent->set_target_position(m_Player->get_global_position());
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m_Velocity = (m_NavigationAgent->get_next_path_position() - this->get_global_position()).normalized() * SPEED;
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this->set_velocity(m_Velocity);
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look_at(Vector3(this->get_global_position().x + this->get_velocity().x, this->get_global_position().y,
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this->get_global_position().z + this->get_velocity().z));
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} else if (m_StateMachine->get_current_node().match("Attack")) {
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this->set_velocity(Vector3(0, 0, 0));
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look_at(Vector3(m_Player->get_global_position().x, m_Player->get_global_position().y / 2, m_Player->get_global_position().z));
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}
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m_AnimationTree->set("parameters/conditions/run", !_target_in_range());
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m_AnimationTree->set("parameters/conditions/attack", _target_in_range());
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move_and_slide();
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}
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bool Zombie::_target_in_range() {
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return this->get_global_position().distance_to(m_Player->get_global_position()) < ATTACK_RANGE;
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}
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void Zombie::set_m_PlayerPath(const NodePath& path) {
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m_PlayerPath = path;
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}
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