added enemy stun script
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@@ -121,7 +121,7 @@ void vertex() {
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float h = mix(texelFetch(_height_maps, uv_a, 0).r, texelFetch(_height_maps, uv_b, 0).r, vertex_lerp);
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v_vertex.y = h;
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}
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// Convert model space to view space w/ skip_vertex_transform render mode
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VERTEX = (VIEW_MATRIX * vec4(v_vertex, 1.0)).xyz;
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NORMAL = normalize((MODELVIEW_MATRIX * vec4(NORMAL, 0.0)).xyz);
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@@ -12,7 +12,7 @@ config_version=5
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config/name="First Person Test"
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config/tags=PackedStringArray("fps")
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run/main_scene="uid://f7e0v1r6ra6c"
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run/main_scene="uid://dsw00ml8rv6xo"
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config/features=PackedStringArray("4.4", "Forward Plus")
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config/icon="uid://6svuq1l83al5"
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@@ -1,2 +1,40 @@
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extends EnemyState
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class_name EnemyStunned
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@export var wander_distance_max : float = 15.0
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@export var time_stunned : float = 5.0
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var stun_timer
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const BODY_TURN_SPEED = 2.0
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const TURRET_TURN_SPEED = 6.0
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func Enter():
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stun_timer = time_stunned
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clear_points_of_interest()
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character.stunned_stars.visible = true
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func Exit():
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character.stunned_stars.visible = false
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func Update(delta):
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if stun_timer > 0:
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stun_timer -= delta
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else:
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Transitioned.emit(self,"idle")
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func Physics_Update(delta):
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#if navigation is finished get new point, otherwise continue on path
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if character.nav_agent.is_navigation_finished():
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get_new_wander_point()
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else:
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move_to_nav_point(delta)
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character.body.rotation.y += delta * BODY_TURN_SPEED
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character.turret_look.rotation.y += delta * TURRET_TURN_SPEED
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func get_new_wander_point():
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var x = randf_range(-wander_distance_max,wander_distance_max)
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var z = randf_range(-wander_distance_max,wander_distance_max)
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move_target = character.global_position + Vector3(x,0,z)
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character.nav_agent.set_target_position(move_target)
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