added enemy state machine with idle, stunned, and dead states
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50
scripts/EnemyIdle.gd
Normal file
50
scripts/EnemyIdle.gd
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extends EnemyState
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class_name EnemyIdle
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var move_direction : Vector3
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var scan_direction : float
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var wander_time : float
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var scan_time : float
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const WANDER_AMT = 50
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const TURRET_TURN_AMT : float = 180.0
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func randomize_wander():
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var x = randf_range(-WANDER_AMT,WANDER_AMT)
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var z = randf_range(-WANDER_AMT,WANDER_AMT)
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move_direction = enemy.global_position + Vector3(x,0,z)
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enemy.nav_agent.set_target_position(move_direction)
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wander_time = randf_range(1,3)
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func randomize_turret_scan():
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scan_direction = randf_range(-TURRET_TURN_AMT,TURRET_TURN_AMT)
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scan_time = randf_range(1,3)
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func _Enter():
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randomize_wander()
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func Update(delta: float):
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if wander_time > 0:
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wander_time -= delta
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else:
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randomize_wander()
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if scan_time > 0:
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scan_time -= delta
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else:
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randomize_turret_scan()
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func Physics_Update(delta : float):
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if enemy:
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var destination = enemy.nav_agent.get_next_path_position()
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var local_destination = destination - enemy.global_position
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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(destination)
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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 * 3)
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enemy.turret.rotation.y = lerp(enemy.turret.rotation.y,deg_to_rad(scan_direction),delta)
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