pretty happy with basic AI behavior

This commit is contained in:
derek
2025-04-29 11:02:12 -05:00
parent ccb4781460
commit a287710a7b
10 changed files with 86 additions and 75 deletions

View File

@@ -21,8 +21,8 @@ func Exit():
enemy.servo_single.play()
func update_waypoint():
var direction = (player.global_position - enemy.global_position).normalized()
enemy.nav_agent.set_target_position(direction * run_distance)
#var direction = (player.global_position - enemy.global_position).normalized()
enemy.nav_agent.set_target_position(move_target())
func Update(delta):
if heartbeat > 0:
@@ -39,7 +39,7 @@ func Update(delta):
func Physics_Update(delta):
enemy.turret_look_next.look_at(player.global_position)
enemy.turret_look_next.look_at(move_target())
enemy.turret_look.rotation = lerp(enemy.turret_look.rotation,Vector3(deg_to_rad(90),0,0),delta * enemy.turret_look_speed)
var destination = enemy.nav_agent.get_next_path_position()
@@ -47,15 +47,13 @@ func Physics_Update(delta):
var direction = local_destination.normalized()
if enemy.global_position.distance_to(local_destination) > 1:
enemy.velocity = direction * move_speed
enemy.spider_look_next.look_at(player.global_position)
var look_target = enemy.spider_look_next.global_rotation.y
enemy.global_rotation.y = lerp(enemy.global_rotation.y,look_target,delta * body_turn_speed)
enemy.global_rotation.y = rotate_to_face2D(enemy,move_target(),delta,turret_speed)
func finished_reload():
if enemy.turret_look_next.is_colliding():
if enemy.turret_look_next.get_collider() is Player:
Transitioned.emit(self,"attack")
else:
Transitioned.emit(self,"idle")
Transitioned.emit(self,"search")
else:
Transitioned.emit(self,"idle")
Transitioned.emit(self,"search")