fixed attack in state machine

This commit is contained in:
Derek
2025-04-21 22:58:54 -05:00
parent 18398e8d4e
commit 362b0a5708
8 changed files with 54 additions and 14 deletions

View File

@@ -1,2 +1,31 @@
extends EnemyState
class_name EnemyAttack
var heartbeat : float = 3.0
@onready var player = get_tree().current_scene.player
func _Enter():
update_waypoint()
func update_waypoint():
enemy.nav_agent.set_target_position(player.global_position)
func Update(delta):
if heartbeat > 0:
heartbeat -= delta
else:
update_waypoint()
func Physics_Update(delta):
enemy.turret_look_next.look_at(player.global_position)
enemy.turret_look.look_at(player.global_position)
var destination = enemy.nav_agent.get_next_path_position()
var local_destination = destination - enemy.global_position
var direction = local_destination.normalized()
if enemy.global_position.distance_to(local_destination) > 1:
enemy.velocity = direction * move_speed
enemy.spider_look_next.look_at(destination)
var look_target = enemy.spider_look_next.global_rotation.y
enemy.global_rotation.y = lerp(enemy.global_rotation.y,look_target,delta * 3)

View File

@@ -20,7 +20,7 @@ func randomize_wander():
func randomize_turret_scan():
scan_direction = randf_range(-TURRET_TURN_AMT,TURRET_TURN_AMT)
scan_time = randf_range(1,3)
scan_time = randf_range(5,10)
func _Enter():
randomize_wander()
@@ -47,4 +47,7 @@ func Physics_Update(delta : float):
var look_target = enemy.spider_look_next.global_rotation.y
enemy.global_rotation.y = lerp(enemy.global_rotation.y,look_target,delta * 3)
enemy.turret.rotation.y = lerp(enemy.turret.rotation.y,deg_to_rad(scan_direction),delta)
enemy.turret_look.rotation.y = lerp(enemy.turret_look.rotation.y,deg_to_rad(scan_direction),delta)
if enemy.turret_look.is_colliding() and enemy.turret_look.get_collider() is Player:
Transitioned.emit(self,"attack")

View File

@@ -8,6 +8,7 @@ func Enter():
func die():
drop_loot()
enemy.visible = false
#remove from parent array
var particlespawn = enemy.die_particles.instantiate()
particlespawn.position = enemy.global_position

View File

@@ -45,10 +45,5 @@ func explode():
body.recoil.add_recoil(Vector3(1,.1,.1),10,10)
if body.has_method("hit") and !body.is_in_group("player"):
body.hit(1)
if body.is_in_group("enemy"):
body.knocked = true
body.stunned = true
print("knocked")
body.knocked_timer.start()
body.stunned_timer.start()
body.velocity += blast_velocity
if body is Enemy:
body.stun()

View File

@@ -23,7 +23,7 @@ var last_enemy : bool = false
@export_group("Taunts")
@export var taunts : Array[String] = []
@onready var state_machine: Node = $StateMachine
@onready var level_control = get_tree().current_scene
@onready var movement_shape = $MovementShape
@onready var barrel_1 = $TurretLook/Turret/Barrel1
@@ -136,6 +136,8 @@ func spawn_casing():
instance_casing.player_velocity = velocity * transform.basis
get_tree().get_root().add_child(instance_casing)
func stun():
state_machine.on_child_transition(state_machine.current_state,"stunned")
func save():
var save_dict = {