Files
MovementTests/scenes/movement/CFlyingMovement.cs
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removing broken ABC and refactoring enemy movement
2026-01-17 19:55:51 +01:00

62 lines
2.1 KiB
C#

using Godot;
using Movementtests.interfaces;
namespace Movementtests.scenes.movement;
public partial class CFlyingMovement : Node3D, IMoveable
{
[Export] public RMovement RMovement;
[Export(PropertyHint.Layers3DPhysics)]
public uint TerrainCollision { get; set; } = 1;
private bool _movingToDesiredHeight = true;
private Vector3 _randomDirection;
public override void _Ready()
{
_randomDirection = new Vector3(GD.RandRange(-1, 1), 1, GD.RandRange(-1, 1)).Normalized();
}
public new Vector3 ComputeVelocity(MovementInputs inputs)
{
var velocity = inputs.Velocity;
var spaceState = GetWorld3D().DirectSpaceState;
var target = inputs.TargetLocation;
var direction = (target - GlobalPosition).Normalized();
// Check if we have a direct line of sight to the player
if (!_movingToDesiredHeight)
{
velocity = direction * RMovement.Speed;
var query = PhysicsRayQueryParameters3D.Create(GlobalPosition, target, TerrainCollision);
var result = spaceState.IntersectRay(query);
if (result.Count > 0)
{
_movingToDesiredHeight = true;
_randomDirection = new Vector3(GD.RandRange(-1, 1), 1, GD.RandRange(-1, 1)).Normalized();
}
}
else
{
velocity = _randomDirection * RMovement.Speed;
var groundQuery = PhysicsRayQueryParameters3D.Create(GlobalPosition, GlobalPosition+Vector3.Down*RMovement.TargetHeight, TerrainCollision);
var groundResult = spaceState.IntersectRay(groundQuery);
if (groundResult.Count == 0)
{
velocity.Y = 0;
var query = PhysicsRayQueryParameters3D.Create(GlobalPosition, target, TerrainCollision);
var result = spaceState.IntersectRay(query);
if (result.Count == 0)
{
_movingToDesiredHeight = false;
}
}
}
return velocity;
}
}