ft (wip): tracking across boundaries
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@@ -11,12 +11,12 @@ func enter(previous_state_path: String, data := {}) -> void:
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finished.emit(owner.fsm.States.IDLE, {})
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func physics_update(_delta: float) -> void:
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if target == owner or target == null or owner.position.distance_to(target.position) > owner.sight_range:
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if target == null or GameManager.calc_distance(owner.position, target.position) > owner.sight_range:
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finished.emit(owner.fsm.States.IDLE, {})
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return
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# alternatively, we could use a collision shape and inbuilt signals, but im not sure if that works better (mixing signals and custom fsm stuff i mean
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if owner.position.distance_to(target.position) > owner.attack_range:
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if GameManager.calc_distance(owner.position, target.position) > owner.attack_range:
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owner.move(move_towards(target.position))
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else:
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owner.attack(target)
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