spider turret working
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@@ -4,27 +4,50 @@ var player = null
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@export var health = 3
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@export var number_of_drops = 3
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const SPEED = 3.0
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const SPEED = 0.0
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const MAX_LV = 10
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const MAX_AV = 10
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@export var player_path : NodePath
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@export var bullet : Resource
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@export var bullet_speed = 150
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@export var bullet_drop = .1
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@export var random_spread_amt = .01
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@export var bullet_damage = 1
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@export var turret_look_speed = 3
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@onready var nav_agent = $NavigationAgent3D
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@onready var target = $body/target
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@onready var movement_shape = $MovementShape
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@onready var barrel_1 = $TurretLook/Turret/Barrel1
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@onready var barrel_2 = $TurretLook/Turret/Barrel2
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@onready var prefire_timer = $Timers/prefire_timer
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@onready var postfire_timer = $Timers/postfire_timer
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@onready var retarget_timer = $Timers/retarget_timer
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@onready var turret_look_next = $TurretLookNext
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@onready var spider_look_next = $SpiderLookNext
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@onready var turret = $TurretLook/Turret
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@onready var turret_material = turret.mesh.surface_get_material(2)
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var stamina = load("res://assets/stamina_pickup.tscn")
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var ammo = load("res://assets/ammo_pickup.tscn")
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var money = load("res://assets/money_1.tscn")
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var die_particles = load("res://assets/die_particles.tscn")
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@onready var turret_look = $TurretLook
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var particlespawn
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var rng = RandomNumberGenerator.new()
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var rand_select
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var rand_item
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var body_look_to
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func _ready():
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player = get_node(player_path)
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postfire_timer.start()
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turret_material.emission_enabled = false
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retarget_timer.start()
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func _process(delta):
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velocity = Vector3.ZERO
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@@ -34,8 +57,10 @@ func _process(delta):
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var next_nav_point = nav_agent.get_next_path_position()
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velocity = (next_nav_point - global_transform.origin).normalized() * SPEED
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turret_look_next.look_at(Vector3(player.global_position.x, global_position.y, player.global_position.z), Vector3.UP)
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turret_look_next.look_at(player.global_position,Vector3.UP)
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turret_look.rotation = lerp(turret_look.rotation,turret_look_next.rotation,delta * turret_look_speed)
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look_at(Vector3(player.global_position.x, global_position.y, player.global_position.z), Vector3.UP)
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move_and_slide()
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@@ -77,3 +102,38 @@ func _on_area_3d_body_part_hit(dam,bullet_damage):
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number_of_drops -= 1
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queue_free()
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func _on_prefire_timer_timeout():
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#barrel 1 fire
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var instance_bullet = bullet.instantiate()
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instance_bullet.position = barrel_1.global_position
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instance_bullet.transform.basis = barrel_1.global_transform.basis
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instance_bullet.bullet_speed = bullet_speed
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instance_bullet.bullet_drop = bullet_drop
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instance_bullet.random_spread_amt = random_spread_amt
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instance_bullet.bullet_damage = bullet_damage
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get_tree().get_root().add_child(instance_bullet)
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#barrel 2 fire
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var instance_bullet2 = bullet.instantiate()
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instance_bullet2.position = barrel_2.global_position
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instance_bullet2.transform.basis = barrel_2.global_transform.basis
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instance_bullet2.bullet_speed = bullet_speed
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instance_bullet2.bullet_drop = bullet_drop
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instance_bullet2.random_spread_amt = random_spread_amt
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instance_bullet2.bullet_damage = bullet_damage
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get_tree().get_root().add_child(instance_bullet2)
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turret_material.emission_enabled = false
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prefire_timer.stop()
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postfire_timer.start()
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func _on_postfire_timer_timeout():
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#if turret_look.is_colliding() and turret_look.get_collider().is_in_group("player"):
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prefire_timer.start()
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turret_material.emission_enabled = true
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func _on_retarget_timer_timeout():
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pass #turret_look_next.look_at(player.global_position,Vector3.UP)
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