extends EnemyState class_name EnemyIdle var move_direction : Vector3 var scan_direction : float var wander_time : float var scan_time : float const WANDER_AMT = 50 const TURRET_TURN_AMT : float = 180.0 func randomize_wander(): var x = randf_range(-WANDER_AMT,WANDER_AMT) var z = randf_range(-WANDER_AMT,WANDER_AMT) move_direction = enemy.global_position + Vector3(x,0,z) enemy.nav_agent.set_target_position(move_direction) wander_time = randf_range(1,3) func randomize_turret_scan(): scan_direction = randf_range(-TURRET_TURN_AMT,TURRET_TURN_AMT) scan_time = randf_range(1,3) func _Enter(): randomize_wander() func Update(delta: float): if wander_time > 0: wander_time -= delta else: randomize_wander() if scan_time > 0: scan_time -= delta else: randomize_turret_scan() func Physics_Update(delta : float): if enemy: 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(destination) 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.rotation.y = lerp(enemy.turret.rotation.y,deg_to_rad(scan_direction),delta)