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