tweaks to enemy idle, still getting the turret looking dialed in
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@@ -372,7 +372,6 @@ transform = Transform3D(-1, 0, -8.74228e-08, 0, 1, 0, 8.74228e-08, 0, -1, 0, 0,
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collision_layer = 32
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collision_layer = 32
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collision_mask = 109
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collision_mask = 109
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mass = 45.0
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mass = 45.0
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center_of_mass_mode = 1
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continuous_cd = true
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continuous_cd = true
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script = ExtResource("1_0qjnf")
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script = ExtResource("1_0qjnf")
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weapon_drops = Array[Resource]([ExtResource("2_fw6eu"), ExtResource("3_vrqjr"), ExtResource("4_45tks"), ExtResource("5_koj0g"), ExtResource("6_plk4s"), ExtResource("7_t1qyn")])
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weapon_drops = Array[Resource]([ExtResource("2_fw6eu"), ExtResource("3_vrqjr"), ExtResource("4_45tks"), ExtResource("5_koj0g"), ExtResource("6_plk4s"), ExtResource("7_t1qyn")])
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@@ -12,7 +12,7 @@ config_version=5
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config/name="First Person Test"
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config/name="First Person Test"
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config/tags=PackedStringArray("fps")
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config/tags=PackedStringArray("fps")
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run/main_scene="uid://f7e0v1r6ra6c"
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run/main_scene="uid://bk4pn4k7n51ux"
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config/features=PackedStringArray("4.4", "Forward Plus")
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config/features=PackedStringArray("4.4", "Forward Plus")
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config/icon="uid://6svuq1l83al5"
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config/icon="uid://6svuq1l83al5"
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@@ -10,7 +10,8 @@ var wander_time : float
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var scan_time : float
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var scan_time : float
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const WANDER_AMT = 50
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const WANDER_AMT = 50
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const TURRET_TURN_AMT : float = 180.0
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const TURRET_TURN_AMT : float = 90.0
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const TURRET_SCAN_SPEED : float = .5
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func randomize_wander():
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func randomize_wander():
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var x = randf_range(-WANDER_AMT,WANDER_AMT)
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var x = randf_range(-WANDER_AMT,WANDER_AMT)
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@@ -21,11 +22,13 @@ func randomize_wander():
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func randomize_turret_scan():
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func randomize_turret_scan():
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scan_direction = -scan_direction
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scan_direction = -scan_direction
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enemy.turret_look_next.rotation = Vector3(0,scan_direction,0)
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scan_time = randf_range(5,10)
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func Enter():
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func Enter():
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super()
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super()
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randomize_wander()
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randomize_wander()
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scan_direction = TURRET_TURN_AMT
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scan_direction = deg_to_rad(TURRET_TURN_AMT)
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func Update(delta: float):
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func Update(delta: float):
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if wander_time > 0:
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if wander_time > 0:
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@@ -41,8 +44,7 @@ func Update(delta: float):
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func Physics_Update(delta : float):
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func Physics_Update(delta : float):
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if enemy:
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if enemy:
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#turret transform
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#turret transform
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enemy.turret_look_next.rotation = Vector3(0,scan_direction,0)
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enemy.turret_look.rotation = lerp(enemy.turret_look.rotation,enemy.turret_look_next.rotation,delta * TURRET_SCAN_SPEED)
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enemy.turret_look.rotation = lerp(enemy.turret_look.rotation,enemy.turret_look_next.rotation,delta * enemy.turret_look_speed)
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var destination = enemy.nav_agent.get_next_path_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 local_destination = destination - enemy.global_position
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@@ -89,10 +89,6 @@ func _ready():
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func _process(delta):
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func _process(delta):
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move_and_slide()
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move_and_slide()
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turret_current_moving_speed = (turret_look_next.rotation - turret_look.rotation).length()
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#if turret_current_moving_speed > 1:
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#servo_single.play()
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func stun():
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func stun():
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state_machine.on_child_transition(state_machine.current_state,"stunned")
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state_machine.on_child_transition(state_machine.current_state,"stunned")
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