add ai, photo_mode and radio #11

Merged
m.cirafisi merged 9 commits from ai_and_photo_mode into main 2026-05-05 20:33:01 +00:00
9 changed files with 66 additions and 43 deletions
Showing only changes of commit a51e94d4d3 - Show all commits

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@@ -3,10 +3,13 @@ extends CharacterBody3D
class_name AIBase class_name AIBase
@export var speed: float = 4.0 @export var speed: float = 4.0
@export var enable_state_machine: bool = true: var _enable_state_machine: bool = true
@export var enable_state_machine: bool:
set(value): set(value):
enable_state_machine = value _enable_state_machine = value
toggle_enable_state_machine() toggle_enable_state_machine()
get:
return _enable_state_machine
@onready var patrol_radius_shape: CollisionShape3D = $%PatrolRadiusShape @onready var patrol_radius_shape: CollisionShape3D = $%PatrolRadiusShape
@@ -19,10 +22,10 @@ func _ready() -> void:
toggle_enable_state_machine() toggle_enable_state_machine()
func toggle_enable_state_machine() -> void: func toggle_enable_state_machine() -> void:
state_machine.enable = enable_state_machine state_machine.enable = _enable_state_machine
func _physics_process(delta: float) -> void: func _physics_process(delta: float) -> void:
if !enable_state_machine: if !_enable_state_machine:
return return
state_machine.physics_process(delta) state_machine.physics_process(delta)

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@@ -31,11 +31,11 @@ initial_state = NodePath("IdleState")
[node name="IdleState" type="Node" parent="StateMachine" unique_id=763668255] [node name="IdleState" type="Node" parent="StateMachine" unique_id=763668255]
script = ExtResource("3_26faq") script = ExtResource("3_26faq")
state_id = "idle" state_id = &"idle"
[node name="PatrolState" type="Node" parent="StateMachine" unique_id=2054606629] [node name="PatrolState" type="Node" parent="StateMachine" unique_id=2054606629]
script = ExtResource("4_lim44") script = ExtResource("4_lim44")
state_id = "patrol" state_id = &"patrol"
[node name="PatrolRadiusShape" type="CollisionShape3D" parent="." unique_id=1379515938] [node name="PatrolRadiusShape" type="CollisionShape3D" parent="." unique_id=1379515938]
unique_name_in_owner = true unique_name_in_owner = true

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@@ -1,5 +1,7 @@
extends State extends State
const PATROL_STATE_ID: StringName = &"patrol"
@export var wait_time: float = 3.0 @export var wait_time: float = 3.0
var runtime_timer: Timer var runtime_timer: Timer
@@ -21,4 +23,4 @@ func exit() -> void:
runtime_timer = null runtime_timer = null
func _on_timer_timeout() -> void: func _on_timer_timeout() -> void:
transitioned.emit(self, "patrol") transitioned.emit(self, PATROL_STATE_ID)

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@@ -1,10 +1,12 @@
extends State extends State
const IDLE_STATE_ID: StringName = &"idle"
@onready var agent: AIBase = owner @onready var agent: AIBase = owner
func enter() -> void: func enter() -> void:
agent.navigate_to_random_point() agent.navigate_to_random_point()
func update(_delta) -> void: func physics_update(_delta) -> void:
if agent.nav_agent.is_navigation_finished(): if agent.nav_agent.is_navigation_finished():
transitioned.emit(self, "idle") transitioned.emit(self, IDLE_STATE_ID)

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@@ -2,10 +2,10 @@ extends Node
class_name State class_name State
@export var state_id: String = "" @export var state_id: StringName = &""
@warning_ignore("unused_signal") @warning_ignore("unused_signal")
signal transitioned(state, new_state_name) signal transitioned(state: State, new_state_id: StringName)
func enter() -> void: func enter() -> void:
pass pass

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@@ -5,33 +5,48 @@ class_name StateMachine
@export var initial_state: State @export var initial_state: State
var current_state: State var current_state: State
var states: Dictionary = {} var states: Dictionary[StringName, State] = {}
var enable: bool = true: var is_initialized: bool = false
var _enabled: bool = true
var enable: bool:
set(value): set(value):
enable = value _enabled = value
toggle_enable() _set_enabled(value)
get:
return _enabled
func toggle_enable() -> void: func _ready() -> void:
if !enable: _initialize_states()
return _set_enabled(enable)
if !states.is_empty(): func _initialize_states() -> void:
if is_initialized:
return return
for state in get_children(): for state in get_children():
if state is State: if state is State:
states[state.state_id] = state states[state.state_id] = state
state.transitioned.connect(_on_state_transition) state.transitioned.connect(_on_state_transition)
if initial_state: is_initialized = true
func _set_enabled(value: bool) -> void:
_enabled = value
if not _enabled:
return
_initialize_states()
if initial_state and current_state == null:
current_state = initial_state current_state = initial_state
current_state.enter() current_state.enter()
func physics_process(delta) -> void: func physics_process(delta) -> void:
if current_state and enable: if current_state and _enabled:
current_state.update(delta) current_state.physics_update(delta)
func _on_state_transition(state: State, new_state_id: String) -> void: func _on_state_transition(state: State, new_state_id: StringName) -> void:
if state != current_state: if state != current_state:
return return

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@@ -73,20 +73,20 @@ custom_minimum_size = Vector2(1, 1)
layout_mode = 2 layout_mode = 2
size_flags_vertical = 1 size_flags_vertical = 1
text = "System Logic: text = "System Logic:
- The NPC is based on CharacterBody3D and is managed via a Finite State Machine (FSM). - The NPC uses a finite state machine to switch between behaviors.
- Movement and navigation are calculated during the _physics_process. - State logic runs during physics updates, while movement is handled by the agent through NavigationAgent3D.
AI States: AI States:
- IdleState: The agent remains stationary for the duration defined by the wait_time variable. - IdleState: The agent waits in place for the duration defined by wait_time.
- PatrolState: The agent calculates a valid random point and moves toward it. - PatrolState: The agent selects a valid random destination and moves toward it.
Core Components: Core Components:
- NavigationAgent3D: Manages pathfinding and detects when the agent reaches its destination. - NavigationAgent3D: Calculates the path and reports when the destination has been reached.
- PatrolRadiusShape: Defines the radius of the area where the agent can move randomly. - PatrolRadiusShape: Defines the random movement area used when choosing the next patrol point.
- StateMachine: Coordinates transitions between states, such as the automatic switch from Idle to Patrol. - StateMachine: Initializes the available states and handles transitions between them.
Parameters: Parameters:
- Speed: Movement speed of the agent. - Speed: Movement speed of the agent.
- Wait Time: Delay in seconds within the IdleState node. - Wait Time: Delay in seconds on the IdleState node.
- Area Radius: Size of the SphereShape3D inside the PatrolRadiusShape node." - Area Radius: Radius of the SphereShape3D used by PatrolRadiusShape."
autowrap_mode = 2 autowrap_mode = 2

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@@ -112,20 +112,21 @@ size_flags_horizontal = 3
text = "System Logic: text = "System Logic:
- The system allows players to toggle a free camera mode to photograph and collect museum items. - The system allows players to toggle a free camera mode to photograph and collect museum items.
- Game Pause: Activating the mode pauses the SceneTree, freezing the world while allowing the camera to remain functional. - Game Pause: Activating the mode pauses the SceneTree, freezing the world while allowing the camera to remain functional.
- It uses a raycasting check to verify if a collectible is visible and unobstructed before unlocking it. - Taking a photo saves the captured image to disk and checks which collectibles are visible and unobstructed before unlocking them.
- The CollectionManager acts as a global singleton to track unlocked IDs and manage the library data. - CollectionManager acts as a global singleton that tracks unlocked collectibles, saved photos, and the data used by the UI.
- Save Collectibles and Photo
Photo Mode Actions: Photo Mode Actions:
- Toggle Mode(P): Switches between normal gameplay and the photo camera, capturing or releasing the mouse, and toggles the global pause state. - Toggle Mode(P): Switches between normal gameplay and the photo camera, capturing or releasing the mouse, and toggles the global pause state.
- Orbit & Pan(Mouse): The camera rotates around a target and can be panned horizontally or vertically. - Rotate(Mouse): The camera orbits around the configured target while photo mode is active.
- Capture(F): Performs a frustum check and a raycast to identify the target in view. - Pan(Input Actions): The camera can be moved horizontally and vertically within the configured bounds.
- Capture(F): Saves the current frame and performs frustum and raycast checks against collectibles in view.
Core Components: Core Components:
- PhotoModeController: Manages camera inputs, movement logic, and the photo-taking process. - PhotoModeController: Manages camera inputs, movement logic, and the photo-taking process.
- Collectible: An Area3D node placed on objects to make them identifiable by the camera. - Collectible: An Area3D node placed on objects to make them identifiable by the camera.
- CollectionManager: Handles the logic for unlocking items and provides data to the UI. - CollectionManager: Handles the logic for unlocking items and provides data to the UI.
- CollectionCompendium: A UI grid that displays all items and visually highlights unlocked ones. - CollectibleGallery: Displays all collectibles and visually highlights the unlocked ones.
- PhotoGallery: Displays the photos saved by the player during the session.
Parameters: Parameters:
- Pan & Rotation Speed: Defines how fast the camera moves and rotates. - Pan & Rotation Speed: Defines how fast the camera moves and rotates.

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@@ -85,6 +85,7 @@ Core Functionality:
- Playlist Management: Stores a list of AudioStream resources and tracks the current song index. - Playlist Management: Stores a list of AudioStream resources and tracks the current song index.
- Track Navigation: Allows cycling forward and backward through the playlist with index wrapping (loops back to start/end). - Track Navigation: Allows cycling forward and backward through the playlist with index wrapping (loops back to start/end).
- Playback Control: Supports jumping to specific tracks, toggling the pause state, and stopping the stream. - Playback Control: Supports jumping to specific tracks, toggling the pause state, and stopping the stream.
- Audio Settings: If the Music bus exists, the Settings menu can be used to test and adjust playback volume.
Key Methods: Key Methods:
- play_track: Loads a specific stream from the playlist and begins playback. - play_track: Loads a specific stream from the playlist and begins playback.
@@ -92,8 +93,7 @@ Key Methods:
- toggle_pause: Resumes or pauses the current stream without resetting its position. - toggle_pause: Resumes or pauses the current stream without resetting its position.
Adjustable Parameters: Adjustable Parameters:
- Playlist: An Array in the inspector where you can assign multiple AudioStream resources (e.g., .mp3, .ogg). - Playlist: An Array in the inspector where you can assign one or more AudioStream resources."
- Current Track Index: Determines which song starts playing by default."
autowrap_mode = 2 autowrap_mode = 2
[connection signal="pressed" from="Control/VBoxContainer2/VBoxContainer/Button_Play" to="." method="_on_button_play_pressed"] [connection signal="pressed" from="Control/VBoxContainer2/VBoxContainer/Button_Play" to="." method="_on_button_play_pressed"]