tweaks to enemy idle, still getting the turret looking dialed in

This commit is contained in:
derek
2025-04-22 16:40:25 -05:00
parent 6217725c19
commit 53ce4e401f
4 changed files with 7 additions and 10 deletions

View File

@@ -10,7 +10,8 @@ var wander_time : float
var scan_time : float
const WANDER_AMT = 50
const TURRET_TURN_AMT : float = 180.0
const TURRET_TURN_AMT : float = 90.0
const TURRET_SCAN_SPEED : float = .5
func randomize_wander():
var x = randf_range(-WANDER_AMT,WANDER_AMT)
@@ -21,11 +22,13 @@ func randomize_wander():
func randomize_turret_scan():
scan_direction = -scan_direction
enemy.turret_look_next.rotation = Vector3(0,scan_direction,0)
scan_time = randf_range(5,10)
func Enter():
super()
randomize_wander()
scan_direction = TURRET_TURN_AMT
scan_direction = deg_to_rad(TURRET_TURN_AMT)
func Update(delta: float):
if wander_time > 0:
@@ -41,8 +44,7 @@ func Update(delta: float):
func Physics_Update(delta : float):
if enemy:
#turret transform
enemy.turret_look_next.rotation = Vector3(0,scan_direction,0)
enemy.turret_look.rotation = lerp(enemy.turret_look.rotation,enemy.turret_look_next.rotation,delta * enemy.turret_look_speed)
enemy.turret_look.rotation = lerp(enemy.turret_look.rotation,enemy.turret_look_next.rotation,delta * TURRET_SCAN_SPEED)
var destination = enemy.nav_agent.get_next_path_position()
var local_destination = destination - enemy.global_position