fixed attack in state machine
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@@ -1,4 +1,4 @@
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[gd_scene load_steps=77 format=4 uid="uid://djr7vnr1hcx82"]
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[gd_scene load_steps=78 format=4 uid="uid://djr7vnr1hcx82"]
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[ext_resource type="Script" uid="uid://cdofgtwevbray" path="res://scripts/spider.gd" id="1_7e7fe"]
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[ext_resource type="PackedScene" uid="uid://h5ojldugfyyu" path="res://assets/bullet_enemy.tscn" id="2_aew5r"]
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@@ -792,6 +792,10 @@ _surfaces = [{
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[sub_resource type="BoxShape3D" id="BoxShape3D_xxx55"]
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size = Vector3(0.816284, 0.725159, 0.75531)
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[sub_resource type="CylinderShape3D" id="CylinderShape3D_gicen"]
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height = 0.356583
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radius = 0.207031
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[node name="spider" type="CharacterBody3D" node_paths=PackedStringArray("nav_agent") groups=["enemy", "persist"]]
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collision_layer = 8
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collision_mask = 521
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@@ -825,8 +829,10 @@ script = ExtResource("9_6mvds")
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enemy = NodePath("../..")
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metadata/_custom_type_script = "uid://dhxolagi0b5s1"
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[node name="Attack" type="Node" parent="StateMachine"]
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[node name="Attack" type="Node" parent="StateMachine" node_paths=PackedStringArray("enemy", "enemy_targets")]
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script = ExtResource("10_gicen")
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enemy = NodePath("../..")
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enemy_targets = [NodePath("../../body/backTarget")]
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[node name="HealthBarSprite" parent="." node_paths=PackedStringArray("character") instance=ExtResource("7_87l3v")]
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transform = Transform3D(0.254412, 0, 0, 0, 0.561068, 0, 0, 0, 1, 0, 2.41498, 0)
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@@ -1016,6 +1022,10 @@ visible = false
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.0258179, 1.03281, 0.00894165)
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shape = SubResource("BoxShape3D_xxx55")
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[node name="CollisionShape3D2" type="CollisionShape3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.5049, 0)
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shape = SubResource("CylinderShape3D_gicen")
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[node name="NavigationAgent3D" type="NavigationAgent3D" parent="."]
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path_height_offset = 0.5
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avoidance_enabled = true
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@@ -12,7 +12,7 @@ config_version=5
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config/name="First Person Test"
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config/tags=PackedStringArray("fps")
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run/main_scene="uid://bk4pn4k7n51ux"
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run/main_scene="uid://f7e0v1r6ra6c"
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config/features=PackedStringArray("4.4", "Forward Plus")
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config/icon="uid://6svuq1l83al5"
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@@ -28,7 +28,7 @@ script = ExtResource("1_8cuhv")
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -31.749, 0, 44.3496)
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script = ExtResource("5_ngmqi")
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room_lockdown = true
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number_of_enemies = 100
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number_of_enemies = 25
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number_of_drops = 30
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[node name="EnemySpawner" parent="Level" instance=ExtResource("3_q77vb")]
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@@ -1,2 +1,31 @@
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extends EnemyState
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class_name EnemyAttack
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var heartbeat : float = 3.0
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@onready var player = get_tree().current_scene.player
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func _Enter():
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update_waypoint()
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func update_waypoint():
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enemy.nav_agent.set_target_position(player.global_position)
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func Update(delta):
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if heartbeat > 0:
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heartbeat -= delta
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else:
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update_waypoint()
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func Physics_Update(delta):
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enemy.turret_look_next.look_at(player.global_position)
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enemy.turret_look.look_at(player.global_position)
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var destination = enemy.nav_agent.get_next_path_position()
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var local_destination = destination - enemy.global_position
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var direction = local_destination.normalized()
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if enemy.global_position.distance_to(local_destination) > 1:
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enemy.velocity = direction * move_speed
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enemy.spider_look_next.look_at(destination)
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var look_target = enemy.spider_look_next.global_rotation.y
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enemy.global_rotation.y = lerp(enemy.global_rotation.y,look_target,delta * 3)
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@@ -20,7 +20,7 @@ func randomize_wander():
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func randomize_turret_scan():
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scan_direction = randf_range(-TURRET_TURN_AMT,TURRET_TURN_AMT)
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scan_time = randf_range(1,3)
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scan_time = randf_range(5,10)
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func _Enter():
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randomize_wander()
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@@ -47,4 +47,7 @@ func Physics_Update(delta : float):
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var look_target = enemy.spider_look_next.global_rotation.y
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enemy.global_rotation.y = lerp(enemy.global_rotation.y,look_target,delta * 3)
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enemy.turret.rotation.y = lerp(enemy.turret.rotation.y,deg_to_rad(scan_direction),delta)
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enemy.turret_look.rotation.y = lerp(enemy.turret_look.rotation.y,deg_to_rad(scan_direction),delta)
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if enemy.turret_look.is_colliding() and enemy.turret_look.get_collider() is Player:
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Transitioned.emit(self,"attack")
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@@ -8,6 +8,7 @@ func Enter():
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func die():
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drop_loot()
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enemy.visible = false
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#remove from parent array
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var particlespawn = enemy.die_particles.instantiate()
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particlespawn.position = enemy.global_position
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@@ -45,10 +45,5 @@ func explode():
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body.recoil.add_recoil(Vector3(1,.1,.1),10,10)
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if body.has_method("hit") and !body.is_in_group("player"):
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body.hit(1)
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if body.is_in_group("enemy"):
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body.knocked = true
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body.stunned = true
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print("knocked")
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body.knocked_timer.start()
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body.stunned_timer.start()
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body.velocity += blast_velocity
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if body is Enemy:
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body.stun()
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@@ -23,7 +23,7 @@ var last_enemy : bool = false
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@export_group("Taunts")
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@export var taunts : Array[String] = []
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@onready var state_machine: Node = $StateMachine
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@onready var level_control = get_tree().current_scene
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@onready var movement_shape = $MovementShape
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@onready var barrel_1 = $TurretLook/Turret/Barrel1
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@@ -136,6 +136,8 @@ func spawn_casing():
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instance_casing.player_velocity = velocity * transform.basis
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get_tree().get_root().add_child(instance_casing)
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func stun():
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state_machine.on_child_transition(state_machine.current_state,"stunned")
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func save():
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var save_dict = {
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