kinda broke the AI but it's getting better

This commit is contained in:
derek
2025-04-29 17:02:25 -05:00
parent 6124a370b4
commit f7e776a179
8 changed files with 39 additions and 38 deletions

View File

@@ -2,17 +2,16 @@ extends EnemyState
class_name EnemySearch
var search_timer
var search_target
const SEARCH_TIME_MAX : float = 10.0
func Enter():
super()
search_point()
search_timer = SEARCH_TIME_MAX
func Exit():
enemy.player_last_seen = null
enemy.points_of_interest = []
pass
func Update(delta: float):
super(delta)
@@ -24,14 +23,14 @@ func Update(delta: float):
attack_on_sight()
search_for_suspicious_sounds()
search_point()
update_waypoint_or_idle()
if enemy.global_position.distance_to(move_target_adj()) < 1:
Transitioned.emit(self,"idle")
func Physics_Update(delta : float):
#turret transform
enemy.turret_look_next.look_at(move_target())
#enemy.turret_look_next.look_at(move_target())
enemy.turret_look.rotation = lerp(enemy.turret_look.rotation,enemy.turret_look_next.rotation,delta * turret_speed)
var destination = enemy.nav_agent.get_next_path_position()
@@ -39,8 +38,4 @@ func Physics_Update(delta : float):
var direction = local_destination.normalized()
enemy.velocity = direction * move_speed
enemy.global_rotation.y = rotate_to_face2D(enemy,move_target(),delta,turret_speed)
func search_point():
enemy.nav_agent.set_target_position(move_target())
#enemy.global_rotation.y = rotate_to_face2D(enemy,move_target(),delta,turret_speed)