enemy reloads each bullet, added servo sound
This commit is contained in:
BIN
assets/Audio/Enemy SFX/metal-click-SBA-300020615.mp3
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assets/Audio/Enemy SFX/metal-click-SBA-300020615.mp3
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assets/Audio/Enemy SFX/metal-click-SBA-300020615.mp3.import
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assets/Audio/Enemy SFX/metal-click-SBA-300020615.mp3.import
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@@ -0,0 +1,19 @@
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[remap]
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importer="mp3"
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type="AudioStreamMP3"
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uid="uid://bex03362rghym"
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path="res://.godot/imported/metal-click-SBA-300020615.mp3-7eb2db5acaa426a587347c1ea39ec36a.mp3str"
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[deps]
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source_file="res://assets/Audio/Enemy SFX/metal-click-SBA-300020615.mp3"
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dest_files=["res://.godot/imported/metal-click-SBA-300020615.mp3-7eb2db5acaa426a587347c1ea39ec36a.mp3str"]
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[params]
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loop=false
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loop_offset=0
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bpm=0
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beat_count=0
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bar_beats=4
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BIN
assets/Audio/Enemy SFX/servo-motor-SBA-300109173.mp3
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assets/Audio/Enemy SFX/servo-motor-SBA-300109173.mp3
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assets/Audio/Enemy SFX/servo-motor-SBA-300109173.mp3.import
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assets/Audio/Enemy SFX/servo-motor-SBA-300109173.mp3.import
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@@ -0,0 +1,19 @@
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[remap]
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||||
importer="mp3"
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||||
type="AudioStreamMP3"
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||||
uid="uid://d0n46ursprjjs"
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||||
path="res://.godot/imported/servo-motor-SBA-300109173.mp3-1ba0a3432b1f206fca66c5964a15347b.mp3str"
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[deps]
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source_file="res://assets/Audio/Enemy SFX/servo-motor-SBA-300109173.mp3"
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dest_files=["res://.godot/imported/servo-motor-SBA-300109173.mp3-1ba0a3432b1f206fca66c5964a15347b.mp3str"]
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[params]
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loop=false
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loop_offset=0
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bpm=0
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beat_count=0
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bar_beats=4
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BIN
assets/Audio/Enemy SFX/sliding-metal-noise-SBA-300054992.mp3
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BIN
assets/Audio/Enemy SFX/sliding-metal-noise-SBA-300054992.mp3
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@@ -0,0 +1,19 @@
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[remap]
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||||
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||||
importer="mp3"
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type="AudioStreamMP3"
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uid="uid://doenadrocnym"
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path="res://.godot/imported/sliding-metal-noise-SBA-300054992.mp3-08c3aa04bd0f29a16cb71c90c7c125bb.mp3str"
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[deps]
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source_file="res://assets/Audio/Enemy SFX/sliding-metal-noise-SBA-300054992.mp3"
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dest_files=["res://.godot/imported/sliding-metal-noise-SBA-300054992.mp3-08c3aa04bd0f29a16cb71c90c7c125bb.mp3str"]
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[params]
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loop=false
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loop_offset=0
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bpm=0
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beat_count=0
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bar_beats=4
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@@ -1,4 +1,4 @@
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[gd_scene load_steps=78 format=4 uid="uid://djr7vnr1hcx82"]
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[gd_scene load_steps=87 format=4 uid="uid://djr7vnr1hcx82"]
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[ext_resource type="Script" uid="uid://cdofgtwevbray" path="res://scripts/spider.gd" id="1_7e7fe"]
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[ext_resource type="PackedScene" uid="uid://h5ojldugfyyu" path="res://assets/bullet_enemy.tscn" id="2_aew5r"]
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@@ -14,14 +14,20 @@
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[ext_resource type="Script" uid="uid://bgxdpmc0ra6ic" path="res://scripts/enemy_die.gd" id="9_6mvds"]
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[ext_resource type="Texture2D" uid="uid://chiol2whyb84t" path="res://assets/Models/SubstancePainterTest/spider-LOW_spider1.gunbarrel_Metallic.png" id="9_cwyr0"]
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[ext_resource type="PackedScene" uid="uid://41iv1ualpttf" path="res://assets/damage_number.tscn" id="9_rmegy"]
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[ext_resource type="AudioStream" uid="uid://0n251thxlnnp" path="res://assets/Audio/cannon-fire-single-shot-blast-explosion-SBA-300098885.wav" id="10_2qmhc"]
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[ext_resource type="Script" uid="uid://cr3wdhodxqf3f" path="res://scripts/EnemyAttack.gd" id="10_gicen"]
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[ext_resource type="Texture2D" uid="uid://c7bdujukdjajv" path="res://assets/Models/SubstancePainterTest/spider-LOW_spider1.gunbarrel_Normal.png" id="10_wpql0"]
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[ext_resource type="Texture2D" uid="uid://d0w0lon4smlhm" path="res://assets/Models/SubstancePainterTest/spider-LOW_spider1.gunbarrel_Roughness.png" id="11_6mvds"]
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[ext_resource type="Script" uid="uid://dcnmjisrxf5iv" path="res://scripts/EnemyReload.gd" id="11_ekglj"]
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[ext_resource type="Material" uid="uid://cc0el8wu0au85" path="res://assets/materials/OutlineMat.tres" id="13_ee4im"]
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||||
[ext_resource type="Texture2D" uid="uid://dn3b6uw8xr63m" path="res://assets/Textures/Smoke/smoketest_v1_0043.png" id="14_alcfd"]
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||||
[ext_resource type="Material" uid="uid://844q0haim4uh" path="res://assets/spider2_body.tres" id="14_gicen"]
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||||
[ext_resource type="PackedScene" uid="uid://2mct75k6xcia" path="res://assets/stunned_stars.tscn" id="18_ippdt"]
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||||
[ext_resource type="AudioStream" uid="uid://fa2k0hkmt0nq" path="res://assets/Audio/Weapons/7Mag Bolt Action Rifle/Gunshots/7Mag Bolt Action Rifle - Gunshot A 001.wav" id="23_fborx"]
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[ext_resource type="AudioStream" uid="uid://bex03362rghym" path="res://assets/Audio/Enemy SFX/metal-click-SBA-300020615.mp3" id="24_ekglj"]
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||||
[ext_resource type="AudioStream" uid="uid://03y840g5f326" path="res://assets/Audio/Weapons/7Mag Bolt Action Rifle/Gunshots/7Mag Bolt Action Rifle - Gunshot A 002.wav" id="24_nhal8"]
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[ext_resource type="AudioStream" uid="uid://bsfhh126bteon" path="res://assets/Audio/Weapons/7Mag Bolt Action Rifle/Gunshots/7Mag Bolt Action Rifle - Gunshot A 003.wav" id="25_aasxo"]
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[ext_resource type="AudioStream" uid="uid://d0n46ursprjjs" path="res://assets/Audio/Enemy SFX/servo-motor-SBA-300109173.mp3" id="25_lr3lm"]
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||||
[ext_resource type="AudioStream" uid="uid://br3tyu6cmgyy2" path="res://assets/Audio/Weapons/7Mag Bolt Action Rifle/Gunshots/7Mag Bolt Action Rifle - Gunshot A 004.wav" id="26_1b3cb"]
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[sub_resource type="ViewportTexture" id="ViewportTexture_87l3v"]
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||||
viewport_path = NodePath("SubViewport")
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||||
@@ -796,9 +802,29 @@ size = Vector3(0.816284, 0.725159, 0.75531)
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height = 0.356583
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radius = 0.207031
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[sub_resource type="AudioStreamRandomizer" id="AudioStreamRandomizer_ycipa"]
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||||
random_pitch = 1.1
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||||
streams_count = 4
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||||
stream_0/stream = ExtResource("23_fborx")
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||||
stream_1/stream = ExtResource("24_nhal8")
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||||
stream_2/stream = ExtResource("25_aasxo")
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||||
stream_3/stream = ExtResource("26_1b3cb")
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||||
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||||
[sub_resource type="AudioStreamRandomizer" id="AudioStreamRandomizer_ekglj"]
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||||
random_pitch = 1.1
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random_volume_offset_db = 0.3
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||||
streams_count = 1
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||||
stream_0/stream = ExtResource("24_ekglj")
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||||
|
||||
[sub_resource type="AudioStreamRandomizer" id="AudioStreamRandomizer_4ecf4"]
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||||
random_pitch = 1.1
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||||
streams_count = 1
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||||
stream_0/stream = ExtResource("25_lr3lm")
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[node name="spider" type="CharacterBody3D" node_paths=PackedStringArray("nav_agent") groups=["enemy", "persist"]]
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collision_layer = 8
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collision_mask = 521
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up_direction = Vector3(0.0449994, 0.998987, 0)
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script = ExtResource("1_7e7fe")
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nav_agent = NodePath("NavigationAgent3D")
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bullet = ExtResource("2_aew5r")
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@@ -834,6 +860,12 @@ script = ExtResource("10_gicen")
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enemy = NodePath("../..")
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enemy_targets = [NodePath("../../body/backTarget")]
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[node name="Reload" type="Node" parent="StateMachine" node_paths=PackedStringArray("reload_sound", "enemy", "enemy_targets")]
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script = ExtResource("11_ekglj")
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reload_sound = NodePath("../../AUIDO/Reload")
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enemy = NodePath("../..")
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enemy_targets = [NodePath("../../body/backTarget")]
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[node name="HealthBarSprite" parent="." node_paths=PackedStringArray("character") instance=ExtResource("7_87l3v")]
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transform = Transform3D(0.254412, 0, 0, 0, 0.561068, 0, 0, 0, 1, 0, 2.41498, 0)
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billboard = 2
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@@ -1051,8 +1083,17 @@ one_shot = true
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[node name="AUIDO" type="Node3D" parent="."]
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[node name="Fire" type="AudioStreamPlayer3D" parent="AUIDO"]
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stream = ExtResource("10_2qmhc")
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volume_db = 10.0
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stream = SubResource("AudioStreamRandomizer_ycipa")
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volume_db = 5.0
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pitch_scale = 0.7
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[node name="Reload" type="AudioStreamPlayer3D" parent="AUIDO"]
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stream = SubResource("AudioStreamRandomizer_ekglj")
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[node name="Servo" type="AudioStreamPlayer3D" parent="AUIDO"]
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stream = SubResource("AudioStreamRandomizer_4ecf4")
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volume_db = -2.5
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unit_size = 5.0
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[connection signal="body_entered" from="body/backTarget" to="body/backTarget" method="_on_body_entered"]
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[connection signal="body_part_hit" from="body/backTarget" to="." method="_on_area_3d_body_part_hit"]
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@@ -12,7 +12,7 @@ config_version=5
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config/name="First Person Test"
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||||
config/tags=PackedStringArray("fps")
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||||
run/main_scene="uid://bk4pn4k7n51ux"
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||||
run/main_scene="uid://f7e0v1r6ra6c"
|
||||
config/features=PackedStringArray("4.4", "Forward Plus")
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||||
config/icon="uid://6svuq1l83al5"
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||||
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||||
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||||
@@ -3,10 +3,20 @@ class_name EnemyAttack
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var heartbeat : float = 3.0
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@export var mag_size = 5
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@export var between_shot_time : Vector2 = Vector2(.5,2.0)
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@export var reload_time : float = 7.0
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||||
@onready var player = get_tree().current_scene.player
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||||
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func _Enter():
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var ammo
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var shot_timer = 0.0
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func Enter():
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super()
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||||
update_waypoint()
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ammo = mag_size
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||||
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||||
func update_waypoint():
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enemy.nav_agent.set_target_position(player.global_position)
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@@ -16,10 +26,24 @@ func Update(delta):
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heartbeat -= delta
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else:
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update_waypoint()
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#fire if player in view
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if ammo > 0:
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if shot_timer > 0:
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shot_timer -= delta
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else:
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if enemy.turret_look_next.is_colliding() and enemy.turret_look_next.get_collider().is_in_group("player"):
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shot_timer = randf_range(between_shot_time.x,between_shot_time.y)
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ammo -= 1
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enemy.turret_material.emission_enabled = true
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await get_tree().create_timer(.1).timeout
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attack()
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else:
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await get_tree().create_timer(.5).timeout
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Transitioned.emit(self,"reload")
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func Physics_Update(delta):
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enemy.turret_look_next.look_at(player.global_position)
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enemy.turret_look.look_at(player.global_position)
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enemy.turret_look.rotation = lerp(enemy.turret_look.rotation,enemy.turret_look_next.rotation,delta * enemy.turret_look_speed)
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||||
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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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||||
@@ -29,3 +53,36 @@ func Physics_Update(delta):
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enemy.spider_look_next.look_at(destination)
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var look_target = enemy.spider_look_next.global_rotation.y
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enemy.global_rotation.y = lerp(enemy.global_rotation.y,look_target,delta * 3)
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||||
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func attack():
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fire(enemy.barrel_1)
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enemy.smoke.emitting = true
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await get_tree().create_timer(.1).timeout # makes it too hard lol
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fire(enemy.barrel_2)
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enemy.smoke_2.emitting = true
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enemy.turret_material.emission_enabled = false
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func reload():
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await get_tree().create_timer(reload_time).timeout
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ammo = mag_size
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func fire(barrel):
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var instance_bullet = enemy.bullet.instantiate()
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instance_bullet.position = barrel.global_position
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instance_bullet.transform.basis = barrel.global_transform.basis
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instance_bullet.bullet_speed = enemy.bullet_speed
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instance_bullet.bullet_drop = enemy.bullet_drop
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instance_bullet.random_spread_amt = enemy.random_spread_amt
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instance_bullet.bullet_damage = enemy.bullet_damage
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instance_bullet.fired_by = enemy
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instance_bullet.target_type = enemy.enemy_type
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get_tree().get_root().add_child(instance_bullet)
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enemy.audio_fire.play()
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spawn_casing()
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func spawn_casing():
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var instance_casing = enemy.casing.instantiate()
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instance_casing.position = enemy.casing_ejector.global_position
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instance_casing.transform.basis = enemy.casing_ejector.global_transform.basis
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instance_casing.player_velocity = enemy.velocity * enemy.transform.basis
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get_tree().get_root().add_child(instance_casing)
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||||
@@ -1,6 +1,7 @@
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extends EnemyState
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||||
class_name EnemyIdle
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@export var idle_speed : float = 1.5
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||||
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var move_direction : Vector3
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var scan_direction : float
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||||
@@ -19,11 +20,12 @@ func randomize_wander():
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wander_time = randf_range(1,3)
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func randomize_turret_scan():
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scan_direction = randf_range(-TURRET_TURN_AMT,TURRET_TURN_AMT)
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scan_time = randf_range(5,10)
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scan_direction = -scan_direction
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||||
|
||||
func _Enter():
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func Enter():
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super()
|
||||
randomize_wander()
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scan_direction = TURRET_TURN_AMT
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||||
|
||||
func Update(delta: float):
|
||||
if wander_time > 0:
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||||
@@ -42,12 +44,12 @@ func Physics_Update(delta : float):
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||||
var local_destination = destination - enemy.global_position
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||||
var direction = local_destination.normalized()
|
||||
if enemy.global_position.distance_to(local_destination) > 1:
|
||||
enemy.velocity = direction * move_speed
|
||||
enemy.velocity = direction * idle_speed
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||||
enemy.spider_look_next.look_at(destination)
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||||
var look_target = enemy.spider_look_next.global_rotation.y
|
||||
enemy.global_rotation.y = lerp(enemy.global_rotation.y,look_target,delta * 3)
|
||||
|
||||
enemy.turret_look.rotation.y = lerp(enemy.turret_look.rotation.y,deg_to_rad(scan_direction),delta)
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||||
enemy.turret_look.rotation.y = lerp(enemy.turret_look.rotation.y,enemy.spider_look_next.rotation.y + deg_to_rad(scan_direction),delta * enemy.turret_look_speed)
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||||
|
||||
if enemy.turret_look.is_colliding() and enemy.turret_look.get_collider() is Player:
|
||||
Transitioned.emit(self,"attack")
|
||||
|
||||
57
scripts/EnemyReload.gd
Normal file
57
scripts/EnemyReload.gd
Normal file
@@ -0,0 +1,57 @@
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||||
extends EnemyState
|
||||
class_name EnemyReload
|
||||
|
||||
@export var reload_time : float = 7.0
|
||||
@export var reload_sound : AudioStreamPlayer3D
|
||||
@export var run_distance : float = 3
|
||||
|
||||
@onready var player = get_tree().current_scene.player
|
||||
|
||||
var heartbeat : float = 3.0
|
||||
var remaining_bullets
|
||||
|
||||
func Enter():
|
||||
super()
|
||||
remaining_bullets = enemy.max_ammo
|
||||
enemy.servo_audio.play()
|
||||
|
||||
func Exit():
|
||||
super()
|
||||
enemy.servo_audio.play()
|
||||
|
||||
func update_waypoint():
|
||||
var direction = (player.global_position - enemy.global_position).normalized()
|
||||
enemy.nav_agent.set_target_position(direction * run_distance)
|
||||
|
||||
func Update(delta):
|
||||
if heartbeat > 0:
|
||||
heartbeat -= delta
|
||||
else:
|
||||
update_waypoint()
|
||||
|
||||
if remaining_bullets > 0:
|
||||
if !reload_sound.is_playing() and !enemy.servo_audio.is_playing():
|
||||
remaining_bullets -= 1
|
||||
reload_sound.play()
|
||||
else:
|
||||
finished_reload()
|
||||
|
||||
|
||||
func Physics_Update(delta):
|
||||
enemy.turret_look_next.look_at(player.global_position)
|
||||
enemy.turret_look.rotation = lerp(enemy.turret_look.rotation,Vector3(deg_to_rad(90),0,0),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.spider_look_next.look_at(player.global_position)
|
||||
var look_target = enemy.spider_look_next.global_rotation.y
|
||||
enemy.global_rotation.y = lerp(enemy.global_rotation.y,look_target,delta * 3)
|
||||
|
||||
func finished_reload():
|
||||
if enemy.turret_look_next.is_colliding() and enemy.turret_look_next.get_collider() is Player:
|
||||
Transitioned.emit(self,"attack")
|
||||
else:
|
||||
Transitioned.emit(self,"idle")
|
||||
1
scripts/EnemyReload.gd.uid
Normal file
1
scripts/EnemyReload.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://dcnmjisrxf5iv
|
||||
@@ -7,6 +7,8 @@ var player
|
||||
var last_enemy : bool = false
|
||||
@export var start_health = 3
|
||||
@export var SPEED = 3.0
|
||||
@export var turret_look_speed = 6
|
||||
@export var max_ammo = 5
|
||||
@export var loot_amount = 2
|
||||
@export var nav_agent : NavigationAgent3D
|
||||
|
||||
@@ -17,7 +19,6 @@ var last_enemy : bool = false
|
||||
@export var bullet_drop = .1
|
||||
@export var random_spread_amt = .01
|
||||
@export var bullet_damage = 1
|
||||
@export var turret_look_speed = 6
|
||||
@export var die_particles : Resource
|
||||
@export var damage_number : Resource
|
||||
@export_group("Taunts")
|
||||
@@ -54,6 +55,7 @@ $body/leg4/foot4/foot4outline,
|
||||
$body/leg4/leg4outline,
|
||||
$body/bodyoutline]
|
||||
@onready var health_bar_sprite: Sprite3D = $HealthBarSprite
|
||||
@onready var servo_audio: AudioStreamPlayer3D = $AUIDO/Servo
|
||||
|
||||
|
||||
var gravity = 9.8
|
||||
@@ -86,45 +88,6 @@ func _ready():
|
||||
func _process(delta):
|
||||
move_and_slide()
|
||||
|
||||
func _on_prefire_timer_timeout():
|
||||
fire(barrel_1)
|
||||
smoke.emitting = true
|
||||
await get_tree().create_timer(.01).timeout # makes it too hard lol
|
||||
fire(barrel_2)
|
||||
smoke_2.emitting = true
|
||||
turret_material.emission_enabled = false
|
||||
prefire_timer.stop()
|
||||
postfire_timer.start()
|
||||
|
||||
|
||||
func _on_postfire_timer_timeout():
|
||||
if turret_look_next.is_colliding() and turret_look_next.get_collider().is_in_group("player") and !stunned:
|
||||
prefire_timer.start()
|
||||
turret_material.emission_enabled = true
|
||||
else:
|
||||
postfire_timer.start()
|
||||
|
||||
|
||||
func fire(barrel):
|
||||
var instance_bullet = bullet.instantiate()
|
||||
instance_bullet.position = barrel.global_position
|
||||
instance_bullet.transform.basis = barrel.global_transform.basis
|
||||
instance_bullet.bullet_speed = bullet_speed
|
||||
instance_bullet.bullet_drop = bullet_drop
|
||||
instance_bullet.random_spread_amt = random_spread_amt
|
||||
instance_bullet.bullet_damage = bullet_damage
|
||||
instance_bullet.fired_by = self
|
||||
instance_bullet.target_type = enemy_type
|
||||
get_tree().get_root().add_child(instance_bullet)
|
||||
audio_fire.play()
|
||||
spawn_casing()
|
||||
|
||||
func spawn_casing():
|
||||
var instance_casing = casing.instantiate()
|
||||
instance_casing.position = casing_ejector.global_position
|
||||
instance_casing.transform.basis = casing_ejector.global_transform.basis
|
||||
instance_casing.player_velocity = velocity * transform.basis
|
||||
get_tree().get_root().add_child(instance_casing)
|
||||
|
||||
func stun():
|
||||
state_machine.on_child_transition(state_machine.current_state,"stunned")
|
||||
|
||||
Reference in New Issue
Block a user