godot-psd-training/sceen/people/peopleWalkFollow.gd

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extends Node3D
##玩家
class_name PlayerPathFollow
@onready var player: Player = $Player
@onready var path_3d: Path3D = $Path3D
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##生成时候的全局位置坐标用于之后player偏移量计算
var buildPos = Vector3()
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##默认是在A区域生成
var generateArea = 'A'
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var speed:float = 1
#生成时候的id
var id = '0A'
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##设置路线点坐标
func setPathPoints(points : Array,angle :Vector3 = Vector3()) -> void:
var curve = Curve3D.new()
for index in range(points.size()):
if angle != null and index ==0 :
curve.add_point(points[index],Vector3(),angle)
if index > 0 :
curve.add_point(points[index])
path_3d.curve = curve
$Path3D/PathFollow3D.progress = 0
##沿路线走
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func peopleBeginWalk(state = "Walk") -> void:
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player.currentExerciseType = player.Exercise_type.pathFollow
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if not $Path3D/PathFollowTimer.is_inside_tree() :
return
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$Path3D/PathFollowTimer.start()
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$Player.state_machine.change_state(state)
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##沿路线停
func peopleStopWalk()-> void:
$Path3D/PathFollowTimer.stop()
$Player.state_machine.change_state("Idle")
func _on_path_follow_timer_timeout() -> void:
var lastProgress = $Path3D/PathFollow3D.progress
$Path3D/PathFollow3D.progress += 0.068 * speed
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if lastProgress == $Path3D/PathFollow3D.progress and !$Path3D/PathFollow3D.loop :
peopleStopWalk()
player.ArriveTargetPos.emit()
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player.currentExerciseType = player.Exercise_type.no
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##不旋转角度
func playerRotate(rotate:bool)-> void:
$Path3D/PathFollow3D/RemoteTransform3D.update_rotation = rotate
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func _on_player_area_enter(area: Area3D) -> void:
if player.currentExerciseType == player.Exercise_type.pathFollow and (area.is_in_group('needStopWalk') or area.is_in_group('player') ) and player.frontPeople == 1 :
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peopleStopWalk()
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var waitTimeWalkAgain = 0.2
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func _on_player_area_exit(area: Area3D) -> void:
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if player.currentExerciseType == player.Exercise_type.pathFollow and (area.is_in_group('needStopWalk') or area.is_in_group('player')) :
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await get_tree().create_timer(waitTimeWalkAgain).timeout
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peopleBeginWalk()