added enemy state machine with idle, stunned, and dead states
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24
scripts/EnemyStates.gd
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24
scripts/EnemyStates.gd
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@@ -0,0 +1,24 @@
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extends State
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class_name EnemyState
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@export var enemy : CharacterBody3D
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@export var enemy_targets : Array[Area3D]
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@export var move_speed : float = 3
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func Enter():
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if enemy_targets != null:
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for target in enemy_targets:
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target.body_part_hit.connect(take_damage)
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func take_damage(dam,bullet_damage):
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SignalBus.emit_signal("enemy_hit")
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enemy.health -= dam * bullet_damage
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enemy.health_bar_sprite.visible = true
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enemy.health_bar_sprite.health_update()
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var number_spawn = enemy.damage_number.instantiate()
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number_spawn.damage_amt = bullet_damage * dam
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number_spawn.position = enemy.global_position + Vector3(0,2,0)
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get_tree().get_root().add_child(number_spawn)
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if enemy.health <= 0:
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Transitioned.emit(self,"die")
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