Buddy system

This commit is contained in:
2023-07-14 10:23:34 -07:00
parent 091b80e384
commit 20519279b1
13 changed files with 533 additions and 25 deletions

View File

@@ -14,8 +14,8 @@ public partial class CameraSystem : SpringArm3D
public override void _Ready()
{
_pivot = GetNode<Node3D>("/root/Main/CharacterBody3D/Pivot");
_characterBody = GetNode<CharacterBody3D>("/root/Main/CharacterBody3D");
_pivot = GetNode<Node3D>("/root/Main/Player/Pivot");
_characterBody = GetNode<CharacterBody3D>("/root/Main/Player");
}
public override void _Process(double delta)

32
Scripts/NPCFollow.cs Normal file
View File

@@ -0,0 +1,32 @@
using Godot;
public partial class NPCFollow : CharacterBody3D
{
[Export]
private float _speed = 5f;
[Export]
private double _followDistance = 2;
private Node3D _player;
public const float JumpVelocity = 4.5f;
public float _gravity = ProjectSettings.GetSetting("physics/3d/default_gravity").AsSingle();
public override void _Ready()
{
_player = GetNode<Node3D>("/root/Main/Player");
}
public override void _PhysicsProcess(double delta)
{
var playerPosition = _player.Position;
var targetPosition = (playerPosition - Position).Normalized();
if (Position.DistanceTo(playerPosition) >= _followDistance)
{
LookAt(playerPosition - Velocity, Vector3.Up);
Velocity = Velocity.Slerp(targetPosition * _speed, 0.5f);
MoveAndSlide();
}
}
}

View File

@@ -1,6 +1,6 @@
using Godot;
public partial class CharacterBody3D : Godot.CharacterBody3D
public partial class Player : CharacterBody3D
{
public const float Speed = 5.0f;
public const float JumpVelocity = 4.5f;
@@ -15,14 +15,14 @@ public partial class CharacterBody3D : Godot.CharacterBody3D
private Node3D _cameraMount;
private Node3D _pivot;
// Get the gravity from the project settings to be synced with RigidBody nodes.
public float gravity = ProjectSettings.GetSetting("physics/3d/default_gravity").AsSingle();
// Get the _gravity from the project settings to be synced with RigidBody nodes.
public float _gravity = ProjectSettings.GetSetting("physics/3d/default_gravity").AsSingle();
public override void _Ready()
{
Input.MouseMode = Input.MouseModeEnum.Captured;
_cameraMount = GetNode<Node3D>("/root/Main/CharacterBody3D/CameraMount");
_pivot = GetNode<Node3D>("/root/Main/CharacterBody3D/Pivot");
_cameraMount = GetNode<Node3D>("/root/Main/Player/CameraMount");
_pivot = GetNode<Node3D>("/root/Main/Player/Pivot");
}
public override void _UnhandledInput(InputEvent @event)
@@ -35,16 +35,12 @@ public partial class CharacterBody3D : Godot.CharacterBody3D
{
Vector3 velocity = Velocity;
// Add the gravity.
if (!IsOnFloor())
velocity.Y -= gravity * (float)delta;
velocity.Y -= _gravity * (float)delta;
// Handle Jump.
if (Input.IsActionJustPressed("jump") && IsOnFloor())
velocity.Y = JumpVelocity;
// Get the input direction and handle the movement/deceleration.
// As good practice, you should replace UI actions with custom gameplay actions.
Vector2 inputDir = Input.GetVector("right", "left", "back", "forward");
Vector3 direction = (Transform.Basis * new Vector3(inputDir.X, 0, inputDir.Y)).Normalized();
if (direction != Vector3.Zero)