extends EnemyState class_name EnemyIdle @export var wander_distance_max : float = 15.0 @export var scan_cone_angle : float = 90 @export var scan_time : float = 3 var idle_timer var scan_timer var scan_direction func Enter(): scan_direction = scan_cone_angle/2 scan_timer = scan_time get_new_wander_point() func Update(delta): if scan_timer > 0: scan_timer -= delta else: change_scan_direction() func Physics_Update(delta): debug_marker(move_target) if enemy.nav_agent.is_navigation_finished(): get_new_wander_point() else: move_to_nav_point(delta) turret_scan_look(enemy.nav_agent.get_next_path_position(),scan_direction,delta) func get_new_wander_point(): #reset timer var x = randf_range(-wander_distance_max,wander_distance_max) var z = randf_range(-wander_distance_max,wander_distance_max) move_target = enemy.global_position + Vector3(x,0,z) enemy.nav_agent.set_target_position(move_target) func change_scan_direction(): scan_timer = scan_time scan_direction = -scan_direction