reloading works and returns to idle. still need to fix idle scanning

This commit is contained in:
derek
2025-04-22 15:50:59 -05:00
parent e7fd5bd4b3
commit 6217725c19
10 changed files with 73 additions and 23 deletions

View File

@@ -3,7 +3,6 @@ class_name EnemyAttack
var heartbeat : float = 3.0
@export var mag_size = 5
@export var between_shot_time : Vector2 = Vector2(.5,2.0)
@export var reload_time : float = 7.0
@@ -16,7 +15,7 @@ var shot_timer = 0.0
func Enter():
super()
update_waypoint()
ammo = mag_size
ammo = enemy.max_ammo
func update_waypoint():
enemy.nav_agent.set_target_position(player.global_position)
@@ -33,7 +32,7 @@ func Update(delta):
else:
if enemy.turret_look_next.is_colliding() and enemy.turret_look_next.get_collider().is_in_group("player"):
shot_timer = randf_range(between_shot_time.x,between_shot_time.y)
ammo -= 1
ammo -= 2
enemy.turret_material.emission_enabled = true
await get_tree().create_timer(.1).timeout
attack()
@@ -64,7 +63,7 @@ func attack():
func reload():
await get_tree().create_timer(reload_time).timeout
ammo = mag_size
ammo = enemy.max_ammo
func fire(barrel):
var instance_bullet = enemy.bullet.instantiate()