Files
ferma/scripts/state_machine/npc_states/walk_state.gd
2025-08-22 17:16:22 +05:00

69 lines
1.9 KiB
GDScript

extends NodeState
@export var character: NonPlayableCharacter
@export var animated_sprite_2d: AnimatedSprite2D
@export var navigation_agent_2d: NavigationAgent2D
@export var min_speed: float = 5.0
@export var max_speed: float = 10.0
var speed: float
func _ready() -> void:
navigation_agent_2d.velocity_computed.connect(on_safe_velocity_computed)
call_deferred("character_setup")
func on_safe_velocity_computed(safe_velocity: Vector2) -> void:
animated_sprite_2d.flip_h = safe_velocity.x < 0
character.velocity = safe_velocity
character.move_and_slide()
func character_setup() -> void:
await get_tree().physics_frame
set_movement_target()
func set_movement_target() -> void:
var target_position: Vector2 = NavigationServer2D.map_get_random_point(navigation_agent_2d.get_navigation_map(), navigation_agent_2d.navigation_layers, false)
navigation_agent_2d.target_position = target_position
speed = randf_range(min_speed, max_speed)
func _on_process(_delta : float) -> void:
pass
func _on_physics_process(_delta : float) -> void:
if navigation_agent_2d.is_navigation_finished():
character.current_walk_cycle += 1
set_movement_target()
return
var target_position: Vector2 = navigation_agent_2d.get_next_path_position()
var target_direction: Vector2 = character.global_position.direction_to(target_position)
var velocity: Vector2 = target_direction * speed
if navigation_agent_2d.avoidance_enabled:
animated_sprite_2d.flip_h = velocity.x < 0
navigation_agent_2d.velocity = velocity
else:
character.velocity = velocity
character.move_and_slide()
func _on_next_transitions() -> void:
if character.current_walk_cycle == character.walk_cycles:
character.velocity = Vector2.ZERO
transition.emit("Idle")
func _on_enter() -> void:
animated_sprite_2d.play("walk")
character.current_walk_cycle = 0
func _on_exit() -> void:
animated_sprite_2d.stop()