extends CharacterBody3D class_name Enemy signal last_enemy_dead() var player var last_enemy : bool = false @export var start_health = 3 @export var SPEED = 3.0 @export var turret_look_speed = 6 @export var max_ammo = 10 @export var loot_amount = 2 @export var nav_agent : NavigationAgent3D @export_enum("Enemy", "Trap") var enemy_type: int @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 die_particles : Resource @export var damage_number : Resource @export_group("Taunts") @export var taunts : Array[String] = [] @onready var state_machine: Node = $StateMachine @onready var level_control = get_tree().current_scene @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 stunned_stars: Node3D = $body/StunnedStars @onready var outline_meshes = [$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] @onready var health_bar_sprite: Sprite3D = $HealthBarSprite @onready var servo_single: AudioStreamPlayer3D = $AUIDO/ServoSingle @onready var servo_loop: AudioStreamPlayer3D = $AUIDO/ServoLoop 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 var health var turret_current_moving_speed func _ready(): health = start_health player = level_control.player #health_bar_sprite.visible = false 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): move_and_slide() func stun(): state_machine.on_child_transition(state_machine.current_state,"stunned") 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, "start_health" : start_health, "health" : health } return save_dict