npcs and enemies now inherit from character state

This commit is contained in:
derek
2025-05-12 14:05:18 -05:00
parent 971ec93e35
commit 4c98bca83b
9 changed files with 2421 additions and 182 deletions

View File

@@ -19,11 +19,11 @@ func Enter():
func Physics_Update(delta):
update_minimap(0,2.0,ColorSwatch.RED_COLOR)
if enemy.is_player_visible():
if character.is_player_visible():
#reset lost target timer
lost_target_timer = time_to_lose_target
#get player location
enemy.cache_player_pos()
character.cache_player_pos()
#set player location as target
update_player_target()
#move and look at location
@@ -34,7 +34,7 @@ func Physics_Update(delta):
initial_timer -= delta
else:
#fire if player in view
if enemy.ammo > 0:
if character.ammo > 0:
attack_sequence(delta)
else:
await get_tree().create_timer(.5).timeout
@@ -54,42 +54,42 @@ func attack_sequence(delta):
shot_timer -= delta
else:
shot_timer = randf_range(between_shot_time.x,between_shot_time.y)
enemy.turret_material.emission_enabled = true
character.turret_material.emission_enabled = true
await get_tree().create_timer(.1).timeout
attack()
func update_player_target():
move_target = enemy.player_last_seen
look_target = enemy.player_last_seen + Vector3(0,.75,0)
enemy.nav_agent.set_target_position(move_target)
move_target = character.player_last_seen
look_target = character.player_last_seen + Vector3(0,.75,0)
character.nav_agent.set_target_position(move_target)
func attack():
fire(enemy.barrel_1)
enemy.smoke.emitting = true
fire(character.barrel_1)
character.smoke.emitting = true
await get_tree().create_timer(.1).timeout
fire(enemy.barrel_2)
enemy.smoke_2.emitting = true
enemy.turret_material.emission_enabled = false
fire(character.barrel_2)
character.smoke_2.emitting = true
character.turret_material.emission_enabled = false
func fire(barrel):
enemy.ammo -= 1
SignalBus.emit_signal("engaging_target",enemy,enemy.player_last_seen)
var instance_bullet = enemy.bullet.instantiate()
character.ammo -= 1
SignalBus.emit_signal("engaging_target",character,character.player_last_seen)
var instance_bullet = character.bullet.instantiate()
instance_bullet.position = barrel.global_position
instance_bullet.transform.basis = barrel.global_transform.basis
instance_bullet.bullet_speed = enemy.bullet_speed
instance_bullet.bullet_drop = enemy.bullet_drop
instance_bullet.random_spread_amt = enemy.random_spread_amt
instance_bullet.bullet_damage = enemy.bullet_damage
instance_bullet.fired_by = enemy
instance_bullet.target_type = enemy.enemy_type
instance_bullet.bullet_speed = character.bullet_speed
instance_bullet.bullet_drop = character.bullet_drop
instance_bullet.random_spread_amt = character.random_spread_amt
instance_bullet.bullet_damage = character.bullet_damage
instance_bullet.fired_by = character
instance_bullet.target_type = character.enemy_type
get_tree().get_root().add_child(instance_bullet)
enemy.audio_fire.play()
character.audio_fire.play()
spawn_casing()
func spawn_casing():
var instance_casing = enemy.casing.instantiate()
instance_casing.position = enemy.casing_ejector.global_position
instance_casing.transform.basis = enemy.casing_ejector.global_transform.basis
instance_casing.player_velocity = enemy.velocity * enemy.transform.basis
var instance_casing = character.casing.instantiate()
instance_casing.position = character.casing_ejector.global_position
instance_casing.transform.basis = character.casing_ejector.global_transform.basis
instance_casing.player_velocity = character.velocity * character.transform.basis
get_tree().get_root().add_child(instance_casing)