extends RigidBody3D class_name Unit @export var movement_force: float = 100 @export var max_speed: float = 100 var target_velocity: Vector3 = Vector3() func _ready() -> void: $NavigationAgent3D.connect("velocity_computed", avoidance_velocity_computed) func avoidance_velocity_computed(velocity: Vector3) -> void: if velocity != target_velocity: DebugDraw3D.draw_line(global_position, global_position + velocity, Color.ORANGE) #print("Avoidance issued!") target_velocity = velocity func _process(delta: float) -> void: if $NavigationAgent3D.is_target_reached() or $NavigationAgent3D.target_position.is_zero_approx(): $NavigationAgent3D.target_position = NavigationServer3D.map_get_random_point(NavigationServer3D.get_maps()[0], 1, true) else: #DebugDraw3D.draw_sphere($NavigationAgent3D.target_position, 0.5, Color.RED) var next_point: Vector3 = $NavigationAgent3D.get_next_path_position() 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) var target_velocity: Vector3 = direction * max_speed $NavigationAgent3D.velocity = target_velocity DebugDraw3D.draw_line(global_position, global_position + target_velocity, Color.MAGENTA) func _physics_process(delta: float) -> void: if $ShapeCast3D.is_colliding(): var force_direction: Vector3 = (target_velocity-linear_velocity) var normal: Vector3 = $ShapeCast3D.get_collision_normal(0) DebugDraw3D.draw_line(global_position, global_position + normal, Color.DODGER_BLUE) var force: Vector3 = (force_direction * movement_force).slide(normal) DebugDraw3D.draw_line(global_position, global_position + force, Color.GREEN) apply_central_force(force)