extends CharacterBody3D var nav_agent: NavigationAgent3D var shirt_shader: ShaderMaterial var meshI: MeshInstance3D var start_pos: Vector3 var target_object: Node3D func _ready() -> void: nav_agent = $NavigationAgent3D meshI = $MeshInstance3D shirt_shader = meshI.get_surface_override_material(1) BuildManager.object_added.connect(_on_object_added) set_random_shirt() start_pos = global_position #nav_agent.target_position = Vector3(-15.955,3.486,-58.942) func _physics_process(delta: float) -> void: var new_velocity = global_position.direction_to(nav_agent.get_next_path_position()) * 5.0 look_at(nav_agent.target_position) velocity = new_velocity move_and_slide() func _input(event: InputEvent) -> void: if event.is_action_pressed("test"): set_target_position() func _on_object_added(object): set_target(object) func set_random_shirt(): var new_shirt_color = Vector3(randf(),randf(),randf()) shirt_shader.set_shader_parameter("shirt_color", new_shirt_color) pass func set_target(object): target_object = object #nav_agent.target_position = target_object.ActionNode.global_position func set_target_position(): var newPos = target_object.ActionNode.global_position newPos.y = self.position.y nav_agent.target_position = newPos #nav_agent.target_position = start_pos func _on_navigation_agent_3d_target_reached() -> void: if target_object != null: Global.interact.emit(self, target_object.ActionNode) pass