started work on minimap

This commit is contained in:
derek
2025-05-06 11:18:52 -05:00
parent 56af7a3481
commit cab1a57238
11 changed files with 93 additions and 544 deletions

View File

@@ -2,46 +2,62 @@ extends EnemyState
class_name EnemyAttack
@export var initial_wait_time : float = 1.0
@export var time_to_lose_target : float = 4.0
@export var between_shot_time : Vector2 = Vector2(.5,2.0)
@export var alert_sound : AudioStreamPlayer3D
var initial_timer
var lost_target_timer
var shot_timer = 0.0
func Enter():
initial_timer = initial_wait_time
lost_target_timer = time_to_lose_target
alert_sound.play()
clear_points_of_interest()
func Physics_Update(delta):
if enemy.is_player_visible():
#get player location
enemy.cache_player_pos()
#set player location as target
update_player_target()
#move and look at location
move_to_nav_point(delta)
turret_look3D(delta)
#Initial wait time
#reset lost target timer
lost_target_timer = time_to_lose_target
#attack move and look
attack_move_and_look(delta)
#Initial wait time
if initial_timer > 0:
initial_timer -= delta
else:
#fire if player in view
if enemy.ammo > 0:
if shot_timer > 0:
shot_timer -= delta
else:
shot_timer = randf_range(between_shot_time.x,between_shot_time.y)
enemy.turret_material.emission_enabled = true
await get_tree().create_timer(.1).timeout
attack()
attack_sequence(delta)
else:
await get_tree().create_timer(.5).timeout
Transitioned.emit(self,"reload")
else:
Transitioned.emit(self,"search")
if lost_target_timer > 0:
lost_target_timer -= delta
attack_move_and_look(delta)
else:
Transitioned.emit(self,"search")
func attack_move_and_look(delta):
#get player location
enemy.cache_player_pos()
#set player location as target
update_player_target()
#move and look at location
move_to_nav_point(delta)
turret_look3D(delta)
func attack_sequence(delta):
if shot_timer > 0:
shot_timer -= delta
else:
shot_timer = randf_range(between_shot_time.x,between_shot_time.y)
enemy.turret_material.emission_enabled = true
await get_tree().create_timer(.1).timeout
attack()
func update_player_target():
move_target = enemy.player_last_seen
@@ -78,3 +94,6 @@ func spawn_casing():
instance_casing.transform.basis = enemy.casing_ejector.global_transform.basis
instance_casing.player_velocity = enemy.velocity * enemy.transform.basis
get_tree().get_root().add_child(instance_casing)
func update_minimap():
SignalBus.emit_signal("ui_minimap_point",self,enemy.global_position,ColorSwatch.RED_COLOR)