Files
E250429F 3e857fa9f3 credit
2026-09-17 23:19:43 +02:00

68 lines
1.8 KiB
GDScript

extends CharacterBody3D
@onready var anim_player: AnimationPlayer = $cow/AnimationPlayer
@export var dest_array:Array[Marker3D]
@onready var navigation_agent: NavigationAgent3D = $NavigationAgent3D
@onready var idle_timer: Timer = $Timer
enum NPCSTATE {
IDLE,
WALKING
}
var cur_state : NPCSTATE
var cur_destination: Marker3D
var speed = 4
@onready var audio_moo: AudioStreamPlayer3D = $AudioMoo
@onready var moo_timer: Timer = $MooTimer
var one_time_each : bool = false
func _ready() -> void:
_set_state( NPCSTATE.IDLE )
func _on_timer_timeout() -> void:
decide_next_state()
func _set_state(new_state:NPCSTATE):
cur_state = new_state
match cur_state:
NPCSTATE.IDLE:
idle_timer.start( randf_range(3, 5) )
anim_player.play("metarig|metarig|walking", -1, .7 )
NPCSTATE.WALKING:
anim_player.play("metarig|metarig|walking", -1, 1.7 )
func _physics_process(delta: float) -> void:
match cur_state:
NPCSTATE.IDLE:
pass
NPCSTATE.WALKING:
var next_path_pos:Vector3 = navigation_agent.get_next_path_position()
var new_vel : Vector3 = global_position.direction_to( next_path_pos ) * speed
velocity = new_vel
var look_at_target : Vector3 = Vector3( next_path_pos.x, global_position.y, next_path_pos.z )
if not global_position.is_equal_approx( look_at_target ):
look_at( look_at_target )
move_and_slide()
func decide_next_state():
if cur_state == NPCSTATE.IDLE:
cur_destination = dest_array.pick_random()
navigation_agent.target_position = cur_destination.global_position
_set_state( NPCSTATE.WALKING )
func _on_navigation_agent_3d_navigation_finished() -> void:
_set_state( NPCSTATE.IDLE )
func _on_moo_timer_timeout() -> void:
moo_timer.wait_time = randf_range(40, 60)
audio_moo.pitch_scale = randf_range( .8, 1.2 )
audio_moo.play()