HeliosApp/scripts/character.gd

67 lines
1.9 KiB
GDScript

extends CharacterBody3D
enum Actions {
Fishing,
Relaxing,
}
@export var player: bool
@export var action: Actions = Actions.Relaxing
@export_category("Movement")
@export_flags_3d_physics var raycast_mask
var movement_speed: float = 2.0
var movement_target_position: Vector3 = Vector3(-3.0,0.0,3.5)
@onready var navigation_agent: NavigationAgent3D = $NavigationAgent3D
func _ready():
# These values need to be adjusted for the actor's speed
# and the navigation layout.
navigation_agent.path_desired_distance = 0.2
navigation_agent.target_desired_distance = 0.5
#actor_setup.call_deferred()
func actor_setup():
# Wait for the first physics frame so the NavigationServer can sync.
await get_tree().physics_frame
var node = get_tree().get_nodes_in_group('FishingSpot')[0]
# Now that the navigation map is no longer empty, set the movement target.
set_movement_target(node.global_position)
func set_movement_target(movement_target: Vector3):
navigation_agent.set_target_position(movement_target)
func get_point_from_mouse():
const RAY_LENGTH = 1000
var space_state = get_world_3d().direct_space_state
var cam: Camera3D = $Pivot/Camera3D
var mousepos = get_viewport().get_mouse_position()
var origin = cam.project_ray_origin(mousepos)
var end = origin + cam.project_ray_normal(mousepos) * RAY_LENGTH
var query = PhysicsRayQueryParameters3D.create(origin, end, raycast_mask)
query.collide_with_areas = true
var result = space_state.intersect_ray(query)
if result:
return result.get("position")
func _physics_process(delta):
if Input.is_action_just_pressed("move"):
var pos = get_point_from_mouse()
if pos:
set_movement_target(pos)
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
move_and_slide()