rudimentary search function. not working right yet

This commit is contained in:
Derek
2025-04-24 21:03:11 -05:00
parent 546f9a895e
commit 9306a3c562
6 changed files with 70 additions and 2 deletions

View File

@@ -25,6 +25,10 @@ func update_waypoint():
enemy.nav_agent.set_target_position(enemy.point_of_interest)
func Update(delta):
if enemy.point_of_interest != null:
if !enemy.is_player_visible():
Transitioned.emit(self,"search")
if heartbeat > 0:
heartbeat -= delta
else:

58
scripts/EnemySearch.gd Normal file
View File

@@ -0,0 +1,58 @@
extends EnemyState
class_name EnemySearch
@export var idle_speed : float = 1.5
var move_direction : Vector3
var scan_direction : float
var search_time : float
var scan_time : float
const WANDER_AMT = 50
const TURRET_TURN_AMT : float = 90.0
const TURRET_SCAN_SPEED : float = .5
func search_point():
enemy.nav_agent.set_target_position(enemy.point_of_interest)
search_time = randf_range(3,10)
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()
search_point()
scan_direction = deg_to_rad(TURRET_TURN_AMT)
func Update(delta: float):
super(delta)
if search_time > 0:
search_time -= delta
else:
Transitioned.emit(self,"idle")
if scan_time > 0:
scan_time -= delta
else:
randomize_turret_scan()
func Physics_Update(delta : float):
if enemy:
#turret transform
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
var direction = local_destination.normalized()
if enemy.global_position.distance_to(local_destination) > 1:
enemy.velocity = direction * idle_speed
enemy.spider_look_next.look_at(destination)
var look_target = enemy.spider_look_next.global_rotation.y
enemy.global_rotation.y = lerp(enemy.global_rotation.y,look_target,delta * 3)
if enemy.turret_look.is_colliding() and enemy.turret_look.get_collider() is Player:
Transitioned.emit(self,"attack")

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@@ -0,0 +1 @@
uid://dvpf10vdnkfd

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@@ -20,7 +20,6 @@ func Update(delta):
if enemy.character_follow != null:
if can_see:
if enemy.is_player_visible():
print("PLAYER SPOTTED")
enemy.cache_player_pos()
Transitioned.emit(self,"attack")

View File

@@ -37,3 +37,4 @@ func on_child_transition(state,new_state_name):
new_state.Enter()
current_state = new_state
print("STATE CHANGED TO : ",current_state)