Updated to Godot 4.5 and func_godot 2025.9. Added grid_white and grid_taupe textures. Unfucked func_godot and navmesh settings. Began blocking out motel layout in map.

This commit is contained in:
2025-10-14 02:15:54 -04:00
parent 986d2f5666
commit b402a162e1
154 changed files with 10450 additions and 10097 deletions

View File

@@ -20,7 +20,7 @@ var on_route : bool = false
@export var behavior_type : String = "guard"
var state : String = "default"
var current_waypoint : int = -1
var current_waypoint : int = 0
var paused : bool = false
var pauseanim : String
var pauseturn : bool
@@ -226,7 +226,7 @@ func movement_process(delta):
if !paused:
walk_toward(current_path_point)
if global_transform.origin.distance_to(current_path_point) <= 0.5:
if global_transform.origin.distance_to(current_path_point) <= 0.25:
current_path_index += 1
if current_path_index >= current_path.size():
if on_route:
@@ -265,9 +265,10 @@ func angle_toward(target : Vector3):
return (Vector2(target.z, target.x) - Vector2($CharacterArmature.global_transform.origin.z, $CharacterArmature.global_transform.origin.x)).angle()
func walk_toward(point: Vector3):
var direction = global_transform.origin.direction_to(point)
var direction = global_transform.origin.direction_to(point)
velocity.x = direction.x * walk_speed
velocity.z = direction.z * walk_speed
print(direction)
lerp_toward(atan2(velocity.x, velocity.z))
@@ -289,7 +290,8 @@ func setpath(target_position):
target_position,
true
)
path_end_point = current_path[len(current_path)-1]
if len(current_path) > 0:
path_end_point = current_path[len(current_path)-1]
func clearpath():
current_path = []