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https://github.com/Relintai/broken_seals.git
synced 2024-11-13 20:47:19 +01:00
Now the visibility/lod/wakeup check has a timer for mobs.
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@ -161,7 +161,7 @@ transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.04, -0.09 )
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script = ExtResource( 2 )
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[node name="RightHandAttachment" type="BoneAttachment" parent="armature/Armature/Skeleton" index="2"]
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transform = Transform( -0.0400955, -0.0242102, -0.998884, -0.127471, -0.991364, 0.0291306, -0.991041, 0.128501, 0.0366712, -0.226341, 0.768569, -0.00640216 )
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transform = Transform( -0.0400954, -0.0242101, -0.998884, -0.127471, -0.991364, 0.0291305, -0.991041, 0.128501, 0.0366712, -0.226341, 0.768569, -0.00640216 )
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bone_name = "right_hand"
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[node name="RightHandAP" type="Spatial" parent="armature/Armature/Skeleton/RightHandAttachment"]
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@ -177,7 +177,7 @@ transform = Transform( 1, 0, 0, 0, -1.62921e-07, 1, 0, -1, -1.62921e-07, 0, 0, 0
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script = ExtResource( 2 )
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[node name="NeckAttachment" type="BoneAttachment" parent="armature/Armature/Skeleton" index="4"]
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transform = Transform( 0.99998, -0.00629028, -0.000312272, 0.00629784, 0.997246, 0.0731527, -0.000148758, -0.0731576, 0.99732, 0.00103962, 1.31823, 5.39595e-05 )
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transform = Transform( 0.99998, -0.00629028, -0.000312272, 0.00629784, 0.997246, 0.0731527, -0.000148758, -0.0731576, 0.99732, 0.00103962, 1.31823, 5.39597e-05 )
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bone_name = "neck"
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[node name="TorsoAP" type="Spatial" parent="armature/Armature/Skeleton/NeckAttachment"]
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@ -78,6 +78,7 @@ var moving : bool = false
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var casting_anim : bool = false
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var sleep : bool = false
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var sleep_recheck_timer : float = 0
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var dead : bool = false
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var death_timer : float = 0
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@ -89,6 +90,8 @@ var entity : Entity
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var model_rotation_node : Spatial
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var character_skeleton : CharacterSkeleton3D
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var visibility_update_timer : float = 0
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func _ready() -> void:
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camera = get_node_or_null("CameraPivot/Camera") as Camera
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camera_pivot = get_node_or_null("CameraPivot") as Spatial
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@ -126,6 +129,13 @@ func _process(delta : float) -> void:
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if entity.ai_state == EntityEnums.AI_STATE_OFF:
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return
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visibility_update_timer += delta
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if visibility_update_timer < 1:
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return
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visibility_update_timer = 0
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var camera : Camera = get_tree().get_root().get_camera() as Camera
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if camera == null:
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@ -167,10 +177,18 @@ func _physics_process(delta : float) -> void:
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if dead:
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return
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if entity.ai_state == EntityEnums.AI_STATE_OFF:
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if entity.c_is_controlled:
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process_input(delta)
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process_movement_player(delta)
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else:
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if sleep:
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sleep_recheck_timer += delta
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if sleep_recheck_timer < 0.5:
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return
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sleep_recheck_timer = 0
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if world != null:
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if not world.is_position_walkable(transform.origin):
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return
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@ -61,7 +61,6 @@ max_frame_chunk_build_steps = 4
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library = ExtResource( 2 )
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level_generator = SubResource( 1 )
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voxel_scale = 3.0
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chunk_spawn_range = 5
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build_flags = 511
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script = ExtResource( 8 )
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