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extends Camera3D
@export var target : Node3D
@export var delay : float
@export var easing : float
@export var waypoints : Array[Node3D]
var target_pos
var max_time
var t
var factor
# Called when the node enters the scene tree for the first time.
func _ready():
t = $Timer
t.autostart = false
t.wait_time = delay
target_pos = target.position
t.start()
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
if len(waypoints) == 0:
pass
else:
var wp1 = waypoints[0].position
var wp2 = waypoints[1].position
#var ratio = wp2.distance_to( target.position )/wp1.distance_to(wp2)
var ratio = target.position.distance_to(wp2) / ( target.position.distance_to(wp1) + target.position.distance_to(wp2) )
position = lerp( wp2 , wp1 , ratio )
#if len(waypoints)<2:
#pass
#elif len(waypoints) == 1:
#pass
#else:
#var wp1 = waypoints[0].position
#var wp2 = waypoints[1].position
##var ratio = wp2.distance_to( target.position )/wp1.distance_to(wp2)
#var ratio = target.position.distance_to(wp2) / ( target.position.distance_to(wp1) + target.position.distance_to(wp2) )
#position = lerp( wp2 , wp1 , ratio )
for i in waypoints:
pass
#print( i , " name:" + i.name , " pos:" + str(target.position.distance_to(i.position)) )
if target_pos != target.position:
factor = t.time_left / t.wait_time
print( t.wait_time, factor )
look_at( lerp( target.position , target_pos , pow( factor, easing ) ) + Vector3(0.0,0.70,0.0) )
func _on_timer_timeout():
target_pos = target.position
t.start()