enemy reloads each bullet, added servo sound
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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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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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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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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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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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