Files
fps_project_1/scripts/EnemyIdle.gd

51 lines
1.4 KiB
GDScript

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)