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

@@ -1,61 +1,41 @@
extends EnemyState
class_name EnemySearch
@export var idle_speed : float = 1.5
var search_timer
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
const SEARCH_TIME_MAX : float = 10.0
func Enter():
super()
search_point()
scan_direction = deg_to_rad(TURRET_TURN_AMT)
search_timer = SEARCH_TIME_MAX
func Update(delta: float):
super(delta)
attack_on_sight()
if search_time > 0:
search_time -= delta
if search_timer > 0:
search_timer -= delta
else:
Transitioned.emit(self,"idle")
if scan_time > 0:
scan_time -= delta
else:
randomize_turret_scan()
attack_on_sight()
search_point()
if enemy.global_position.distance_to(move_target_adj()) < 1:
Transitioned.emit(self,"idle")
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")
#turret transform
enemy.turret_look_next.look_at(move_target())
enemy.turret_look.rotation = lerp(enemy.turret_look.rotation,enemy.turret_look_next.rotation,delta * turret_speed)
var destination = enemy.nav_agent.get_next_path_position()
var local_destination = destination - enemy.global_position
var direction = local_destination.normalized()
enemy.velocity = direction * move_speed
enemy.global_rotation.y = rotate_to_face2D(enemy,move_target(),delta,turret_speed)
func search_point():
enemy.nav_agent.set_target_position(move_target())
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)