hotel-madness/scripts/entities/npc.gd

44 lines
1.4 KiB
GDScript

extends CharacterBody3D
var movement_speed: float = 3.0
var target: CharacterBody3D
var movement_target_position: Vector3
var skip: bool = false
@onready var navigation_agent: NavigationAgent3D = $NavigationAgent3D
func _ready() -> void:
first_frame.call_deferred()
func first_frame() -> void:
actor_setup(999999999)
# determines the closest player and navigate.
func actor_setup(lowest_distance: float) -> void:
if !skip:
for child: Node in get_tree().root.get_node("/root/Testmap").get_children():
if child is Node3D:
if child.has_method("playerstub") and position.distance_to((child as Node3D).position) < lowest_distance:
target = child
skip = true
var dist: float = target.position.distance_to(movement_target_position)
if movement_target_position != target.position and (dist > 5 or position.distance_to(target.position) <= 5 or position.distance_to(movement_target_position) <= 5):
movement_target_position = target.position
navigation_agent.set_target_position(movement_target_position)
func _physics_process(_delta: float) -> void:
actor_setup(position.distance_to(target.position))
if navigation_agent.is_navigation_finished():
return
var current_agent_position: Vector3 = global_position
var next_path_position: Vector3 = navigation_agent.get_next_path_position()
velocity = current_agent_position.direction_to(next_path_position) * movement_speed
if move_and_slide():
pass