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Play this branch at https://play.threadbare.game/branches/endlessm/guard-behavior. (This launches the game from the start, not directly at the change(s) in this pull request.) |
Add a timer node, and remove the custom time handling from the guard movement.
Unify it with _process
Move the change (stopping the movement) from the process function to the state setter.
The destination point was being set on every process loop.
This walk behavior is based on the original guard's patrolling implementation.
To see the guard walking in the editor canvas when the "move while in editor" debug option is enabled.
Remove the now uneeded methods or properties.
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Day 3: I finally extracted a walk behavior for the patrolling, although some things were left broken in the process and I need to bring them back again. My test scene works fine but not the lore stealth game. The guard is walking while in the editor always, not just when the debug option "move while in editor" is enabled. The cost of doing these kinds of refactors is too high! |
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