[Player] Add simple Pulver point-based following behind Trafalgar. Leave option for manually-directed movement.

This commit is contained in:
Michal Pikulski
2025-09-02 13:20:17 +02:00
parent 51055a2af0
commit 48c4992517
6 changed files with 199 additions and 26 deletions

View File

@@ -1 +1,148 @@

using UnityEngine;
using Pathfinding;
public class FollowerController : MonoBehaviour
{
[Header("Follower Settings")]
public float followDistance = 1.5f; // Desired distance behind player
public bool debugDrawTarget = true;
public float followUpdateInterval = 0.1f; // How often to update follow logic
public float manualMoveSmooth = 8f; // Smoothing factor for manual movement
private Transform playerTransform;
private AIPath playerAIPath;
private AIPath aiPath;
private Vector3 targetPoint;
private float timer;
private bool usePathfinding = false;
private bool isManualFollowing = true; // Default to manual following
private Vector3 lastMoveDir = Vector3.right; // Default direction
private float currentSpeed = 0f;
[Header("Speed Settings")]
public float acceleration = 10f;
public float deceleration = 12f;
public float thresholdFar = 2.5f;
public float thresholdNear = 0.5f;
public float stopThreshold = 0.1f; // Stop moving when within this distance
private float playerMaxSpeed = 5f;
void Awake()
{
aiPath = GetComponent<AIPath>();
}
void Start()
{
// Find player by tag
GameObject playerObj = GameObject.FindGameObjectWithTag("Player");
if (playerObj != null)
{
playerTransform = playerObj.transform;
playerAIPath = playerObj.GetComponent<AIPath>();
// Fetch player's max speed
if (playerAIPath != null)
{
playerMaxSpeed = playerAIPath.maxSpeed;
}
}
else
{
Debug.LogError("FollowerController: Player object with tag 'Player' not found.");
}
}
void UpdateFollowTarget()
{
// Determine direction: use player's velocity if available, else lastMoveDir
Vector3 playerPos = playerTransform.position;
Vector3 moveDir = Vector3.zero;
if (playerAIPath != null && playerAIPath.velocity.magnitude > 0.01f)
{
moveDir = playerAIPath.velocity.normalized;
lastMoveDir = moveDir; // Update last valid direction
}
else
{
moveDir = lastMoveDir; // Use last direction if stationary
}
// Calculate target point behind player
targetPoint = playerPos - moveDir * followDistance;
targetPoint.z = 0; // For 2D
// Always use manual following unless GoToPoint is called
isManualFollowing = true;
if (aiPath != null)
{
aiPath.enabled = false;
}
}
void Update()
{
if (playerTransform == null)
return;
timer += Time.deltaTime;
if (timer >= followUpdateInterval)
{
timer = 0f;
UpdateFollowTarget();
}
// Manual movement logic with acceleration/deceleration and stop threshold
if (isManualFollowing)
{
float dist = Vector3.Distance(transform.position, targetPoint);
if (dist > stopThreshold)
{
float desiredSpeed = playerMaxSpeed;
if (dist > thresholdFar)
{
// Accelerate to player's max speed
desiredSpeed = Mathf.Min(currentSpeed + acceleration * Time.deltaTime, playerMaxSpeed);
}
else if (dist <= thresholdNear && dist > stopThreshold)
{
// Decelerate as approaching target, but keep moving until stopThreshold
desiredSpeed = Mathf.Max(currentSpeed - deceleration * Time.deltaTime, 0.5f);
}
else
{
// Maintain player's max speed
desiredSpeed = playerMaxSpeed;
}
currentSpeed = desiredSpeed;
Vector3 dir = (targetPoint - transform.position).normalized;
transform.position += dir * currentSpeed * Time.deltaTime;
}
else
{
// Stop moving when close enough
currentSpeed = 0f;
}
}
}
// Command follower to go to a specific point (pathfinding mode)
public void GoToPoint(Vector2 worldPosition)
{
isManualFollowing = false;
if (aiPath != null)
{
aiPath.enabled = true;
aiPath.destination = new Vector3(worldPosition.x, worldPosition.y, 0);
}
}
void OnDrawGizmos()
{
if (debugDrawTarget && Application.isPlaying)
{
Gizmos.color = Color.cyan;
Gizmos.DrawSphere(targetPoint, 0.2f);
Gizmos.color = Color.yellow;
Gizmos.DrawLine(transform.position, targetPoint);
}
}
}