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