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

@@ -3,12 +3,16 @@ class_name EnemyState
@export var enemy : CharacterBody3D
@export var move_speed : float = 3
@export var body_turn_speed : float = 3
@export var turret_speed : float = 6.0
@export var can_see : bool = true # indicates whether the enemy is able to see things in the state
@export var time_to_lose_target = 1.0
@onready var target_lost_timer = time_to_lose_target
var move_target
var look_target
func enemy_has_target():
if enemy.player_last_seen != null:
return true
@@ -21,12 +25,8 @@ func update_move_target():
return enemy.player_last_seen
elif enemy.point_of_interest != null:
return enemy.point_of_interest["point"]
func update_waypoint_or_idle():
if enemy_has_target():
update_move_target()
else:
Transitioned.emit(self,"idle")
return enemy.global_position
func attack_on_sight():
if can_see:
@@ -65,3 +65,21 @@ func rotate_to_face2D(object,target,delta,turn_speed):
func clear_point_of_interest():
enemy.point_of_interest = null
func move_to_nav_point(delta):
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(destination) > 1:
enemy.velocity = direction * move_speed
enemy.global_rotation.y = rotate_to_face2D(enemy,destination,delta,body_turn_speed)
func turret_look(delta):
enemy.turret_look.global_rotation.y = rotate_to_face2D(enemy.turret_look,move_target,delta,50)
func debug_marker(target_pos):
if enemy.debug_tools:
enemy.debug_tracker.visible = true
enemy.debug_tracker.global_position = target_pos
else:
enemy.debug_tracker.visible = false