extends EnemyState class_name EnemyIdle @export var idle_speed : float = 1.5 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 = 90.0 const TURRET_SCAN_SPEED : float = .5 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 = -scan_direction enemy.turret_look_next.rotation = Vector3(0,scan_direction,0) scan_time = randf_range(5,10) func Enter(): super() randomize_wander() scan_direction = deg_to_rad(TURRET_TURN_AMT) func Update(delta: float): super(delta) attack_on_sight() 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: #turret transform enemy.turret_look.rotation = lerp(enemy.turret_look.rotation,enemy.turret_look_next.rotation,delta * TURRET_SCAN_SPEED) 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 * idle_speed enemy.global_rotation.y = rotate_to_face2D(enemy,destination,delta,turret_speed)