more ai work

This commit is contained in:
derek
2025-05-02 16:58:01 -05:00
parent 88a60d469e
commit 68facaf544
9 changed files with 38 additions and 54 deletions

View File

@@ -10,6 +10,7 @@ extends RigidBody3D
@onready var radius_shape: CollisionShape3D = $BlastRadius/CollisionShape3D
@onready var audio_drop: AudioStreamPlayer3D = $audio_drop
@onready var flames: GPUParticles3D = $Flames
@onready var collision_check: RayCast3D = $CollisionCheck
var leak_hp = false
var blast_amount
@@ -56,7 +57,6 @@ func explode():
#apply linear velocity power as the inverse % of distance towards the edge (bonus points if using curve texture)
#break breakable objects
for body in bodies_in_blast:
#calculate blast power and direction
var blast_direction = (body.global_position - blast_radius_area.global_position).normalized()
var blast_amount = 1 - ((body.global_position - blast_radius_area.global_position).length() / radius_shape.shape.radius)
@@ -82,6 +82,8 @@ func explode():
body.stunned_timer.start()
body.velocity += blast_velocity
SignalBus.emit_signal("suspicious_sound",global_position,180,35)
#Spawn gpu particles
var explosionspawn = explosion.instantiate()
explosionspawn.position = self.global_position

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@@ -335,6 +335,7 @@ func _physics_process(delta):
var recoil_amount = Vector3(-.3,0,0)
land_sound.volume_db = land_volume
land_sound.play()
SignalBus.emit_signal("suspicious_sound",global_position,10,10)
Input.start_joy_vibration(0,.1,.1,.1)
recoil.add_recoil(recoil_amount,10,10)
moving_fast_top_speed = 0.0
@@ -555,6 +556,10 @@ func _headbob(time) -> Vector3:
if pos.y >= .07 and is_on_floor() and velocity.length() >= 1 and !footstep_sound.is_playing():
footstep_sound.play()
if !crouched:
SignalBus.emit_signal("suspicious_sound",global_position,10,7)
else:
SignalBus.emit_signal("suspicious_sound",global_position,5,1)
return pos

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@@ -101,8 +101,11 @@ func _ready():
func _process(delta):
line_of_sight.global_position = global_position
move_and_slide()
look_at_player()
if !is_on_floor():
velocity -= Vector3(0,9.8,0) * delta
look_at_player()
func stun():
change_state_to("stunned")

View File

@@ -21,7 +21,7 @@ class_name weapon_resource
@export var bullet_force_mod = 5.0
@export var bullet_speed = 600
@export var decibels_of_gunfire_sound = 160.0
@export var max_distance_heard = 100 #in meters
@export var max_distance_heard = 75 #in meters
@export_group("Gun Assets")
@export var casing : Resource
@export var mag : Resource