Idle state is simplified and looking good

This commit is contained in:
derek
2025-04-30 10:49:53 -05:00
parent d65e362539
commit d9ab3a82a7
11 changed files with 63 additions and 343 deletions

View File

@@ -1,115 +1,2 @@
extends EnemyState
class_name EnemyAttack
var heartbeat : float = 3.0
@export var initial_wait_time : float = 1.0
@export var between_shot_time : Vector2 = Vector2(.5,2.0)
@export var reload_time : float = 7.0
@export var alarm_sound : AudioStreamPlayer3D
@export var time_before_losing_visual : float = 1.0
var move_target
var look_target
var initial_timer
var shot_timer = 0.0
var visibility_timer
func Enter():
super()
enemy.cache_player_pos()
clear_point_of_interest()
visibility_timer = time_before_losing_visual
enemy.turret_material.emission_enabled = true
initial_timer = initial_wait_time
move_target = update_waypoint_or_idle()
look_target = update_waypoint_or_idle()
alarm_sound.play()
func current_target():
if enemy.is_player_visible():
return enemy.character_follow.global_position
else:
return enemy.point_of_interest
func Update(delta):
enemy.cache_player_pos()
if !enemy.is_player_visible():
if visibility_timer > 0:
visibility_timer -= delta
else:
if enemy.ammo <= 4:
Transitioned.emit(self,"reload")
else:
enemy.player_last_seen = null
Transitioned.emit(self,"search")
else:
visibility_timer = time_before_losing_visual
if heartbeat > 0:
heartbeat -= delta
else:
move_target = update_waypoint_or_idle()
look_target = update_waypoint_or_idle()
#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:
if enemy.turret_look_next.is_colliding() and enemy.turret_look_next.get_collider().is_in_group("player"):
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()
else:
await get_tree().create_timer(.5).timeout
Transitioned.emit(self,"reload")
func Physics_Update(delta):
enemy.turret_look.rotation = lerp(enemy.turret_look.rotation,enemy.turret_look_next.rotation,delta * enemy.turret_look_speed)
var destination = enemy.nav_agent.get_next_path_position()
var local_destination = destination - enemy.global_position
var direction = local_destination.normalized()
if enemy.global_position.distance_to(local_destination) > 1:
enemy.velocity = direction * move_speed
enemy.global_rotation.y = rotate_to_face2D(enemy,move_target,delta,turret_speed)
func attack():
fire(enemy.barrel_1)
enemy.smoke.emitting = true
await get_tree().create_timer(.1).timeout
fire(enemy.barrel_2)
enemy.smoke_2.emitting = true
enemy.turret_material.emission_enabled = false
func fire(barrel):
enemy.ammo -= 1
var instance_bullet = enemy.bullet.instantiate()
instance_bullet.position = barrel.global_position
instance_bullet.transform.basis = barrel.global_transform.basis
instance_bullet.bullet_speed = enemy.bullet_speed
instance_bullet.bullet_drop = enemy.bullet_drop
instance_bullet.random_spread_amt = enemy.random_spread_amt
instance_bullet.bullet_damage = enemy.bullet_damage
instance_bullet.fired_by = enemy
instance_bullet.target_type = enemy.enemy_type
get_tree().get_root().add_child(instance_bullet)
enemy.audio_fire.play()
spawn_casing()
func spawn_casing():
var instance_casing = enemy.casing.instantiate()
instance_casing.position = enemy.casing_ejector.global_position
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)