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

@@ -10,7 +10,6 @@ var scan_direction = scan_cone_angle/2
func Enter():
scan_timer = scan_time
get_new_wander_point()
clear_points_of_interest()
func Update(delta):
@@ -22,11 +21,8 @@ func Update(delta):
change_scan_direction()
func Physics_Update(delta):
#draw target for debug purposes
debug_marker(move_target)
#if navigation is finished get new point, otherwise continue on path
if enemy.nav_agent.is_navigation_finished():
if character.nav_agent.is_navigation_finished():
get_new_wander_point()
else:
move_to_nav_point(delta)
@@ -37,8 +33,8 @@ func Physics_Update(delta):
func get_new_wander_point():
var x = randf_range(-wander_distance_max,wander_distance_max)
var z = randf_range(-wander_distance_max,wander_distance_max)
move_target = enemy.global_position + Vector3(x,0,z)
enemy.nav_agent.set_target_position(move_target)
move_target = character.global_position + Vector3(x,0,z)
character.nav_agent.set_target_position(move_target)
func change_scan_direction():
scan_timer = scan_time