Idle state is simplified and looking good
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@@ -1,58 +1,2 @@
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extends EnemyState
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class_name EnemyReload
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@export var reload_sound : AudioStreamPlayer3D
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@export var run_distance : float = 3
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@export var body_turn_speed : float = 1
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@onready var player = get_tree().current_scene.player
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var move_target
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var look_target
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var heartbeat : float = 3.0
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var remaining_bullets
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func Enter():
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super()
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remaining_bullets = enemy.max_ammo
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enemy.servo_single.play()
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func Exit():
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super()
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enemy.ammo = enemy.max_ammo
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enemy.servo_single.play()
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func Update(delta):
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if heartbeat > 0:
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heartbeat -= delta
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else:
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update_waypoint_or_idle()
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if remaining_bullets > 0:
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if !reload_sound.is_playing():
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remaining_bullets -= 1
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reload_sound.play()
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else:
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finished_reload()
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func Physics_Update(delta):
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enemy.turret_look_next.look_at(look_target)
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enemy.turret_look.rotation = lerp(enemy.turret_look.rotation,Vector3(deg_to_rad(90),0,0),delta * enemy.turret_look_speed)
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var destination = enemy.nav_agent.get_next_path_position()
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var local_destination = destination - enemy.global_position
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var direction = local_destination.normalized()
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if enemy.global_position.distance_to(local_destination) > 1:
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enemy.velocity = direction * move_speed
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enemy.global_rotation.y = rotate_to_face2D(enemy,move_target,delta,turret_speed)
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func finished_reload():
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if enemy.turret_look_next.is_colliding():
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if enemy.turret_look_next.get_collider() is Player:
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Transitioned.emit(self,"attack")
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else:
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Transitioned.emit(self,"search")
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else:
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Transitioned.emit(self,"search")
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