extends KinematicBody export var rot_chance = 5.0 export var rot_range = PI / 4.0 export var rot_speed = PI / 4.0 export var mov_chance = 5.0 export var mov_speed = 1.0 export var mov_length_min = 1.0 export var mov_length_max = 5.0 export var flap_chance = 5.0 export var squack_chance = 5.0 export var peck_chance = 5.0 export var detection_range = 20.0 onready var anim = $AnimationTree var wings = "parameters/wings/playback" var state = "parameters/state/playback" var flap_speed = "parameters/wings/FLAP/TimeScale/scale" func roll_die(chance): return (randf() * 100) <= chance func _physics_process(delta): if !is_on_floor(): var _vmp = move_and_slide(Vector3.DOWN, Vector3.UP) if chasing: state_chasing(delta) return match anim[wings].get_current_node(): "IDLE": if roll_die(flap_chance): anim[wings].travel("FLAP") "FLAP": pass match anim[state].get_current_node(): "IDLE": state_idle(delta) "MOVING": state_moving(delta) "SQUACK": pass "PECK": pass func state_idle(delta): if !$SmoothRotation.is_active(): if roll_die(rot_chance): var ang = (randf() - 0.5) * rot_range $SmoothRotation.rotate_y(ang, rot_speed) elif roll_die(mov_chance): anim[state].travel("MOVING") var local_forward = -transform.basis.z.normalized() var dist = lerp(mov_length_min, mov_length_max, randf()) mov_velocity = local_forward * mov_speed mov_target = transform.origin + (local_forward * dist) mov_steps = (dist / mov_speed) / delta elif roll_die(squack_chance): anim[state].travel("SQUACK") elif roll_die(peck_chance): anim[state].travel("PECK") var mov_velocity = Vector3.ZERO var mov_target = Vector3.ZERO var mov_steps = 0.0 func state_moving(_delta): if mov_steps <= 0.0: anim[state].travel("IDLE") return var _vmp = move_and_slide(mov_velocity, Vector3.UP) for index in range(get_slide_count()): var collision = get_slide_collision(index) if collision.collider.name == "Fence": mov_steps = 0.0 var local_forward = -transform.basis.z.normalized() $SmoothRotation.rotate_y(local_forward.signed_angle_to(collision.normal,Vector3.UP),rot_speed) mov_steps -= 1.0 if mov_steps < 1.0: mov_velocity *= mov_steps var chasing func _on_Detection_body_entered(_body): chasing = true anim[state].travel("MOVING") anim[flap_speed] = 8.0 $SmoothRotation.stop_all() func _on_Detection_body_exited(_body): chasing = false anim[state].travel("IDLE") anim[flap_speed] = 2.0 mov_steps = 0.0 func state_chasing(_delta): anim[wings].travel("FLAP") var local_forward = -transform.basis.z.normalized() var chaser = $Detection.get_overlapping_bodies()[0].transform.origin chaser.y = transform.origin.y var chase_dir = (transform.origin-chaser).normalized() var ang = local_forward.signed_angle_to(chase_dir,Vector3.UP) + ((randf()-0.5)*(PI/2)) if !$SmoothRotation.is_active(): $SmoothRotation.rotate_y(ang,rot_speed*2) var velocity = local_forward * mov_speed velocity = move_and_slide(velocity, Vector3.UP)