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

@@ -1,58 +1,37 @@
extends EnemyState
class_name EnemyIdle
@export var idle_speed : float = 1.5
@export var idle_time_range : Vector2 = Vector2(5,7)
@export var wander_distance_max : float = 30.0
var move_direction : Vector3
var scan_direction : float
var wander_time : float
var scan_time : float
const WANDER_AMT = 50
const TURRET_TURN_AMT : float = 90.0
func randomize_wander():
var x = randf_range(-WANDER_AMT,WANDER_AMT)
var z = randf_range(-WANDER_AMT,WANDER_AMT)
move_direction = enemy.global_position + Vector3(x,0,z)
enemy.nav_agent.set_target_position(move_direction)
wander_time = randf_range(1,3)
func randomize_turret_scan():
scan_direction = -scan_direction
enemy.turret_look_next.rotation = Vector3(0,scan_direction,0)
scan_time = randf_range(5,10)
var idle_timer
func Enter():
super()
randomize_wander()
scan_direction = deg_to_rad(TURRET_TURN_AMT)
idle_timer = randf_range(idle_time_range.x,idle_time_range.y)
get_new_wander_point()
func Update(delta: float):
super(delta)
attack_on_sight()
search_for_suspicious_sounds()
if wander_time > 0:
wander_time -= delta
func Update(delta):
#attack_on_sight()
if idle_timer > 0:
idle_timer -= delta
else:
randomize_wander()
get_new_wander_point()
if scan_time > 0:
scan_time -= delta
else:
randomize_turret_scan()
debug_marker(move_target)
move_to_nav_point(delta)
#turret_look(delta)
func Physics_Update(delta : float):
if enemy:
#turret transform
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 * idle_speed
enemy.global_rotation.y = rotate_to_face2D(enemy,destination,delta,turret_speed)
func get_new_wander_point():
#reset timer
idle_timer = randf_range(idle_time_range.x,idle_time_range.y)
var x = randf_range(-wander_distance_max,wander_distance_max)
var z = randf_range(-wander_distance_max,wander_distance_max)
move_target = enemy.global_position + Vector3(x,0,z)
enemy.nav_agent.set_target_position(move_target)
print("MOVE TARGET : ",move_target)
get_turret_look_destination()
func get_turret_look_destination():
look_target = move_target + Vector3(0,3,0)