extends CharacterBody3D signal last_enemy_dead() var player var loot_amount = 0 var last_enemy : bool = false @export var health = 3 @export var SPEED = 3.0 const MAX_LV = 30 const MAX_AV = 10 @export_enum("Enemy", "Trap") var enemy_type: int @export var player_path : NodePath @export var bullet : Resource @export var casing : Resource @export var bullet_speed = 150 @export var bullet_drop = .1 @export var random_spread_amt = .01 @export var bullet_damage = 1 @export var turret_look_speed = 6 @export var stamina : Resource @export var ammo : Resource @export var money : Resource @export var health_pickup : Resource @export var die_particles : Resource @export var damage_number : Resource @export_group("Taunts") @export var taunts : Array[String] = [] @onready var level_control = get_tree().current_scene @onready var nav_agent = $NavigationAgent3D @onready var movement_shape = $MovementShape @onready var barrel_1 = $TurretLook/Turret/Barrel1 @onready var barrel_2 = $TurretLook/Turret/Barrel2 @onready var casing_ejector = $TurretLook/Turret/CasingEjector @onready var prefire_timer = $Timers/prefire_timer @onready var postfire_timer = $Timers/postfire_timer @onready var knocked_timer = $Timers/knocked_timer @onready var stunned_timer = $Timers/stunned_timer @onready var turret_look_next = $TurretLookNext @onready var spider_look_next = $SpiderLookNext @onready var body = $body @onready var audio_fire = $AUIDO/Fire @onready var turret = $TurretLook/Turret @onready var turret_material = turret.get_surface_override_material(2) @onready var turret_look = $TurretLook @onready var smoke: GPUParticles3D = $TurretLook/Turret/Smoke @onready var smoke_2: GPUParticles3D = $TurretLook/Turret/Smoke2 @onready var outline_meshes = [$TurretLook/Turret/turretoutline, $body/leg1/foot1/foot1outline, $body/leg1/leg1outline, $body/leg2/foot2/foot2outline, $body/leg2/leg2outline, $body/leg3/foot3/foot3outline, $body/leg3/leg3outline, $body/leg4/foot4/foot4outline, $body/leg4/leg4outline, $body/bodyoutline] var gravity = 9.8 var particlespawn var rand_select var rand_item var body_look_to var distance_to_player var hive_velocity var hive_nav_point var dying var can_die : bool = false var player_in_view = false var player_last_seen var knocked = false var stunned = false func _ready(): player = level_control.player turret_material.emission_enabled = false #randomly start the postfire timer so enemy turrets aren't synced var random_time = randf_range(0,5) await get_tree().create_timer(random_time).timeout postfire_timer.start() func _process(delta): # Navigation if !knocked: if hive_velocity: velocity = hive_velocity if !stunned: #Sightline if turret_look_next.is_colliding() and turret_look_next.get_collider().is_in_group("player"): player_in_view = true player_last_seen = turret_look_next.get_collider().global_position if player != null: spider_look_next.look_at(Vector3(player.global_position.x, 0, player.global_position.z), Vector3.UP) body.rotation.y = lerp(body.rotation.y, spider_look_next.rotation.y, delta * 1) turret_look_next.look_at(player.global_position,Vector3.UP) turret_look.rotation = lerp(turret_look.rotation,turret_look_next.rotation,delta * turret_look_speed) else: body.rotation.y = lerp(body.rotation.y, body.rotation.y + 10, delta * .1) turret_look.rotation.y = lerp(turret_look.rotation.y,turret_look.rotation.y - 10,delta * .5) #apply gravity if !is_on_floor(): velocity.y -= gravity * delta move_and_slide() if dying: turret.global_rotation.y += 200 * delta #fire(barrel_1) #fire(barrel_2) if can_die: die() func _on_area_3d_body_part_hit(dam,bullet_damage): if !dying: health -= dam * bullet_damage if health <= 0: dying_throws() func _on_prefire_timer_timeout(): fire(barrel_1) smoke.emitting = true #await get_tree().create_timer(.5).timeout # makes it too hard lol fire(barrel_2) smoke_2.emitting = true turret_material.emission_enabled = false prefire_timer.stop() postfire_timer.start() func _on_postfire_timer_timeout(): if turret_look_next.is_colliding() and turret_look_next.get_collider().is_in_group("player") and !stunned: prefire_timer.start() turret_material.emission_enabled = true else: postfire_timer.start() func _on_knocked_timer_timeout(): print("KNOCK TIMEOUT") velocity = Vector3(0,0,0) knocked = false func _on_stunned_timer_timeout(): print("STUN TIMEOUT") stunned = false func fire(barrel): var instance_bullet = bullet.instantiate() instance_bullet.position = barrel.global_position instance_bullet.transform.basis = barrel.global_transform.basis instance_bullet.bullet_speed = bullet_speed instance_bullet.bullet_drop = bullet_drop instance_bullet.random_spread_amt = random_spread_amt instance_bullet.bullet_damage = bullet_damage instance_bullet.fired_by = self instance_bullet.target_type = enemy_type get_tree().get_root().add_child(instance_bullet) audio_fire.play() spawn_casing() func spawn_casing(): var instance_casing = casing.instantiate() instance_casing.position = casing_ejector.global_position instance_casing.transform.basis = casing_ejector.global_transform.basis instance_casing.player_velocity = velocity * transform.basis func dying_throws(): dying = true drop_loot(loot_amount) func die(): #remove from parent array get_parent().enemies.erase(self) level_control.enemy_count() particlespawn = die_particles.instantiate() particlespawn.position = self.global_position particlespawn.transform.basis = self.global_transform.basis get_tree().get_root().add_child(particlespawn) drop_loot(loot_amount) if SaveLoad.last_hit_path == str(get_path()): SaveLoad.last_hit_path = null SignalBus.emit_signal("enemy_killed") queue_free() func drop_loot(number_of_drops): #pickup drop while number_of_drops > 0: var rand_item = level_control.pickup_spawn() var lv_x = randf_range(-MAX_LV,MAX_LV) var lv_y = randf_range(0,MAX_LV) var lv_z = randf_range(-MAX_LV,MAX_LV) var av_x = randf_range(-MAX_AV,MAX_AV) var av_y = randf_range(-MAX_AV,MAX_AV) var av_z = randf_range(-MAX_AV,MAX_AV) # Random Item Drop rand_item.position = self.global_position + Vector3(0,2,0) #added height to spawn location since origin is on the ground rand_item.transform.basis = self.global_transform.basis rand_item.linear_velocity += self.global_transform.basis * Vector3(lv_x,lv_y,lv_z) rand_item.angular_velocity += self.global_transform.basis * Vector3(av_x,av_y,av_z) await get_tree().create_timer(.05).timeout get_tree().get_root().add_child(rand_item) number_of_drops -= 1 if number_of_drops <= 0: can_die = true func save(): var save_dict = { "filename" : get_scene_file_path(), "parent" : get_parent().get_path(), "pos_x" : position.x, "pos_y" : position.y, "pos_z" : position.z, "rot_x" : rotation.x, "rot_y" : rotation.y, "rot_z" : rotation.z, "health" : health } return save_dict func _on_area_3d_body_entered(body: Node3D) -> void: pass # Replace with function body.