enemy reloads each bullet, added servo sound

This commit is contained in:
derek
2025-04-22 14:48:48 -05:00
parent 3a58b2f49d
commit e7fd5bd4b3
13 changed files with 230 additions and 52 deletions

57
scripts/EnemyReload.gd Normal file
View File

@@ -0,0 +1,57 @@
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")