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

@@ -1,55 +1,2 @@
extends EnemyState
class_name EnemyStunned
@export var stunned_stars : Node
@export var stun_time_start : float = 5.0
var move_direction : Vector3
var scan_direction : float
var wander_time : float
var scan_time : float
var stun_time
const WANDER_AMT = 50
const TURRET_TURN_AMT : float = 180.0
func Enter():
super()
print("ENEMY STUNNED")
if stunned_stars:
stunned_stars.visible = true
randomize_wander()
stun_time = stun_time_start
func _Exit():
if stunned_stars:
stunned_stars.visible = false
func Update(delta):
if wander_time > 0:
wander_time -= delta
else:
randomize_wander()
if stun_time > 0:
stun_time -= delta
else:
stunned_stars.visible = false
Transitioned.emit(self,"idle")
func Physics_Update(delta : float):
if enemy:
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 += delta * 4
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)