continued work on AI, still broken

This commit is contained in:
Derek
2025-04-29 21:26:27 -05:00
parent f7e776a179
commit d65e362539
5 changed files with 41 additions and 20 deletions

View File

@@ -9,9 +9,6 @@ class_name EnemyState
@onready var target_lost_timer = time_to_lose_target
func Update(delta):
pass
func enemy_has_target():
if enemy.player_last_seen != null:
return true
@@ -19,7 +16,7 @@ func enemy_has_target():
return true
return false
func move_target():
func update_move_target():
if enemy.player_last_seen != null:
return enemy.player_last_seen
elif enemy.point_of_interest != null:
@@ -27,7 +24,9 @@ func move_target():
func update_waypoint_or_idle():
if enemy_has_target():
enemy.nav_agent.set_target_position(move_target())
update_move_target()
else:
Transitioned.emit(self,"idle")
func attack_on_sight():
if can_see:
@@ -37,12 +36,11 @@ func attack_on_sight():
if enemy.turret_look.get_collider() is Player:
Transitioned.emit(self,"attack")
func search_on_lost_target(delta):
func search_on_lost_target():
if !enemy.is_player_visible():
Transitioned.emit(self,"attack")
func move_target_adj():
var position = move_target()
func move_target_adj(position):
return Vector3(position.x,enemy.global_position.y,position.z)
func search_for_suspicious_sounds():