TowerGame/scripts/unit.gd

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extends RigidBody3D
class_name Unit
@export var movement_force: float = 100
@export var max_speed: float = 100
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@export var minimum_progress_rate: float = 1.0
@export var stuck_time: float = 1.0
var target_velocity: Vector3 = Vector3()
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var avoidance_velocity: Vector3 = Vector3()
var avoidance_timeout: float = 0.0
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var last_distance_to_target: float = 0.0
var stuck_timer: float = 0.0
func _ready() -> void:
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$NavigationAgent3D.connect("velocity_computed", avoidance_velocity_computed)
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pass
func avoidance_velocity_computed(velocity: Vector3) -> void:
if velocity != target_velocity:
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avoidance_velocity = velocity
avoidance_timeout = 0.5
func _process(delta: float) -> void:
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if $NavigationAgent3D.is_target_reached() \
or $NavigationAgent3D.target_position.is_zero_approx() \
or !$NavigationAgent3D.is_target_reachable():
$NavigationAgent3D.target_position = NavigationServer3D.map_get_random_point(NavigationServer3D.get_maps()[0], 1, true)
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last_distance_to_target = $NavigationAgent3D.distance_to_target()
else:
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var distance_to_target: float = $NavigationAgent3D.distance_to_target()
var progress_rate: float = (last_distance_to_target - distance_to_target) / delta
$Label3D.text = "Prog: %f" % progress_rate
last_distance_to_target = distance_to_target
if progress_rate < minimum_progress_rate:
$Label3D.modulate = Color.RED
stuck_timer += delta
if stuck_timer >= stuck_time:
unstuck()
else:
$Label3D.modulate = Color.WHITE
stuck_timer = 0
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#DebugDraw3D.draw_sphere($NavigationAgent3D.target_position, 0.5, Color.RED)
var next_point: Vector3 = $NavigationAgent3D.get_next_path_position()
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#DebugDraw3D.draw_sphere(next_point, 0.1, Color.YELLOW)
var direction: Vector3 = (next_point - global_position).normalized()
#DebugDraw3D.draw_line(global_position, global_position + linear_velocity, Color.BLUE)
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target_velocity = direction * max_speed
$NavigationAgent3D.velocity = target_velocity
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#DebugDraw3D.draw_line(global_position, global_position + target_velocity, Color.MAGENTA)
#DebugDraw3D.draw_text(global_position + Vector3(0,1,0), "%f" % $NavigationAgent3D.distance_to_target())
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func unstuck() -> void:
# teleport to next path point
global_position = $NavigationAgent3D.get_next_path_position()
stuck_timer = 0
func _physics_process(delta: float) -> void:
if $ShapeCast3D.is_colliding():
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var actual_target_velocity: Vector3 = target_velocity
if avoidance_timeout > 0:
avoidance_timeout -= delta
actual_target_velocity = actual_target_velocity.slerp(avoidance_velocity, 0.25)
#DebugDraw3D.draw_line(global_position, global_position + actual_target_velocity, Color.ORANGE)
var force_direction: Vector3 = (actual_target_velocity-linear_velocity)
var normal: Vector3 = $ShapeCast3D.get_collision_normal(0)
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#DebugDraw3D.draw_line(global_position, global_position + normal, Color.DODGER_BLUE)
var force: Vector3 = (force_direction * movement_force).slide(normal)
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#DebugDraw3D.draw_line(global_position, global_position + force, Color.GREEN)
apply_central_force(force)