fixed attack in state machine
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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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