update AI and doc
This commit is contained in:
@@ -3,10 +3,13 @@ extends CharacterBody3D
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class_name AIBase
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@export var speed: float = 4.0
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@export var enable_state_machine: bool = true:
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var _enable_state_machine: bool = true
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@export var enable_state_machine: bool:
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set(value):
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enable_state_machine = value
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_enable_state_machine = value
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toggle_enable_state_machine()
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get:
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return _enable_state_machine
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@onready var patrol_radius_shape: CollisionShape3D = $%PatrolRadiusShape
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@@ -19,10 +22,10 @@ func _ready() -> void:
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toggle_enable_state_machine()
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func toggle_enable_state_machine() -> void:
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state_machine.enable = enable_state_machine
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state_machine.enable = _enable_state_machine
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func _physics_process(delta: float) -> void:
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if !enable_state_machine:
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if !_enable_state_machine:
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return
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state_machine.physics_process(delta)
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@@ -31,11 +31,11 @@ initial_state = NodePath("IdleState")
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[node name="IdleState" type="Node" parent="StateMachine" unique_id=763668255]
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script = ExtResource("3_26faq")
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state_id = "idle"
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state_id = &"idle"
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[node name="PatrolState" type="Node" parent="StateMachine" unique_id=2054606629]
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script = ExtResource("4_lim44")
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state_id = "patrol"
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state_id = &"patrol"
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[node name="PatrolRadiusShape" type="CollisionShape3D" parent="." unique_id=1379515938]
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unique_name_in_owner = true
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@@ -1,5 +1,7 @@
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extends State
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const PATROL_STATE_ID: StringName = &"patrol"
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@export var wait_time: float = 3.0
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var runtime_timer: Timer
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@@ -21,4 +23,4 @@ func exit() -> void:
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runtime_timer = null
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func _on_timer_timeout() -> void:
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transitioned.emit(self, "patrol")
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transitioned.emit(self, PATROL_STATE_ID)
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@@ -1,10 +1,12 @@
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extends State
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const IDLE_STATE_ID: StringName = &"idle"
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@onready var agent: AIBase = owner
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func enter() -> void:
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agent.navigate_to_random_point()
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func update(_delta) -> void:
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func physics_update(_delta) -> void:
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if agent.nav_agent.is_navigation_finished():
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transitioned.emit(self, "idle")
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transitioned.emit(self, IDLE_STATE_ID)
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@@ -2,10 +2,10 @@ extends Node
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class_name State
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@export var state_id: String = ""
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@export var state_id: StringName = &""
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@warning_ignore("unused_signal")
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signal transitioned(state, new_state_name)
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signal transitioned(state: State, new_state_id: StringName)
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func enter() -> void:
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pass
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@@ -5,33 +5,48 @@ class_name StateMachine
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@export var initial_state: State
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var current_state: State
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var states: Dictionary = {}
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var enable: bool = true:
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var states: Dictionary[StringName, State] = {}
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var is_initialized: bool = false
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var _enabled: bool = true
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var enable: bool:
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set(value):
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enable = value
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toggle_enable()
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_enabled = value
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_set_enabled(value)
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get:
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return _enabled
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func toggle_enable() -> void:
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if !enable:
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return
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if !states.is_empty():
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func _ready() -> void:
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_initialize_states()
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_set_enabled(enable)
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func _initialize_states() -> void:
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if is_initialized:
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return
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for state in get_children():
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if state is State:
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states[state.state_id] = state
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state.transitioned.connect(_on_state_transition)
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if initial_state:
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is_initialized = true
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func _set_enabled(value: bool) -> void:
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_enabled = value
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if not _enabled:
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return
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_initialize_states()
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if initial_state and current_state == null:
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current_state = initial_state
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current_state.enter()
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func physics_process(delta) -> void:
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if current_state and enable:
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current_state.update(delta)
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if current_state and _enabled:
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current_state.physics_update(delta)
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func _on_state_transition(state: State, new_state_id: String) -> void:
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func _on_state_transition(state: State, new_state_id: StringName) -> void:
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if state != current_state:
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return
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@@ -73,20 +73,20 @@ custom_minimum_size = Vector2(1, 1)
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layout_mode = 2
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size_flags_vertical = 1
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text = "System Logic:
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- The NPC is based on CharacterBody3D and is managed via a Finite State Machine (FSM).
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- Movement and navigation are calculated during the _physics_process.
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- The NPC uses a finite state machine to switch between behaviors.
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- State logic runs during physics updates, while movement is handled by the agent through NavigationAgent3D.
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AI States:
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- IdleState: The agent remains stationary for the duration defined by the wait_time variable.
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- PatrolState: The agent calculates a valid random point and moves toward it.
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- IdleState: The agent waits in place for the duration defined by wait_time.
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- PatrolState: The agent selects a valid random destination and moves toward it.
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Core Components:
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- NavigationAgent3D: Manages pathfinding and detects when the agent reaches its destination.
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- PatrolRadiusShape: Defines the radius of the area where the agent can move randomly.
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- StateMachine: Coordinates transitions between states, such as the automatic switch from Idle to Patrol.
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- NavigationAgent3D: Calculates the path and reports when the destination has been reached.
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- PatrolRadiusShape: Defines the random movement area used when choosing the next patrol point.
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- StateMachine: Initializes the available states and handles transitions between them.
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Parameters:
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Parameters:
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- Speed: Movement speed of the agent.
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- Wait Time: Delay in seconds within the IdleState node.
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- Area Radius: Size of the SphereShape3D inside the PatrolRadiusShape node."
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- Wait Time: Delay in seconds on the IdleState node.
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- Area Radius: Radius of the SphereShape3D used by PatrolRadiusShape."
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autowrap_mode = 2
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@@ -112,20 +112,21 @@ size_flags_horizontal = 3
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text = "System Logic:
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- The system allows players to toggle a free camera mode to photograph and collect museum items.
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- Game Pause: Activating the mode pauses the SceneTree, freezing the world while allowing the camera to remain functional.
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- It uses a raycasting check to verify if a collectible is visible and unobstructed before unlocking it.
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- The CollectionManager acts as a global singleton to track unlocked IDs and manage the library data.
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- Save Collectibles and Photo
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- Taking a photo saves the captured image to disk and checks which collectibles are visible and unobstructed before unlocking them.
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- CollectionManager acts as a global singleton that tracks unlocked collectibles, saved photos, and the data used by the UI.
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Photo Mode Actions:
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- Toggle Mode(P): Switches between normal gameplay and the photo camera, capturing or releasing the mouse, and toggles the global pause state.
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- Orbit & Pan(Mouse): The camera rotates around a target and can be panned horizontally or vertically.
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- Capture(F): Performs a frustum check and a raycast to identify the target in view.
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- Rotate(Mouse): The camera orbits around the configured target while photo mode is active.
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- Pan(Input Actions): The camera can be moved horizontally and vertically within the configured bounds.
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- Capture(F): Saves the current frame and performs frustum and raycast checks against collectibles in view.
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Core Components:
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- PhotoModeController: Manages camera inputs, movement logic, and the photo-taking process.
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- Collectible: An Area3D node placed on objects to make them identifiable by the camera.
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- CollectionManager: Handles the logic for unlocking items and provides data to the UI.
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- CollectionCompendium: A UI grid that displays all items and visually highlights unlocked ones.
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- CollectibleGallery: Displays all collectibles and visually highlights the unlocked ones.
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- PhotoGallery: Displays the photos saved by the player during the session.
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Parameters:
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- Pan & Rotation Speed: Defines how fast the camera moves and rotates.
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@@ -85,6 +85,7 @@ Core Functionality:
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- Playlist Management: Stores a list of AudioStream resources and tracks the current song index.
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- Track Navigation: Allows cycling forward and backward through the playlist with index wrapping (loops back to start/end).
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- Playback Control: Supports jumping to specific tracks, toggling the pause state, and stopping the stream.
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- Audio Settings: If the Music bus exists, the Settings menu can be used to test and adjust playback volume.
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Key Methods:
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- play_track: Loads a specific stream from the playlist and begins playback.
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@@ -92,8 +93,7 @@ Key Methods:
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- toggle_pause: Resumes or pauses the current stream without resetting its position.
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Adjustable Parameters:
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- Playlist: An Array in the inspector where you can assign multiple AudioStream resources (e.g., .mp3, .ogg).
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- Current Track Index: Determines which song starts playing by default."
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- Playlist: An Array in the inspector where you can assign one or more AudioStream resources."
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autowrap_mode = 2
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[connection signal="pressed" from="Control/VBoxContainer2/VBoxContainer/Button_Play" to="." method="_on_button_play_pressed"]
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