godot-third-person-basic-scene/addons/AMSG/AI/AI_Base.gd

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extends CharacterMovementComponent
class_name AI
var h_rotation :float
var v_rotation :float
var direction := Vector3.FORWARD
var Previousrotation_mode
func _ready():
super._ready()
func _physics_process(delta):
super._physics_process(delta)
#------------------ Input Movement ------------------#
h_rotation = $CameraRoot.HObject.transform.basis.get_euler().y
v_rotation = $CameraRoot.VObject.transform.basis.get_euler().x
add_movement_input(Vector3(0.0,0.0,1.0), current_movement_data.walk_speed,current_movement_data.walk_acceleration)
#------------------ Look At ------------------#
match rotation_mode:
Global.rotation_mode.velocity_direction:
if input_is_moving:
ik_look_at(actual_velocity + Vector3(0.0,1.0,0.0))
Global.rotation_mode.looking_direction:
ik_look_at(-$CameraRoot/SpringArm3D.transform.basis.z * 2.0 + Vector3(0.0,1.5,0.0))
Global.rotation_mode.aiming:
ik_look_at(-$CameraRoot/SpringArm3D.transform.basis.z * 2.0 + Vector3(0.0,1.5,0.0))