80 lines
2.2 KiB
GDScript
80 lines
2.2 KiB
GDScript
extends CharacterBody3D
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var player = null
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@export var health = 3
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@export var number_of_drops = 3
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const SPEED = 3.0
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const MAX_LV = 10
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const MAX_AV = 10
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@export var player_path : NodePath
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@onready var nav_agent = $NavigationAgent3D
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@onready var target = $body/target
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@onready var movement_shape = $MovementShape
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var stamina = load("res://assets/stamina_pickup.tscn")
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var ammo = load("res://assets/ammo_pickup.tscn")
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var jump = load("res://assets/jump_pickup.tscn")
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var die_particles = load("res://assets/die_particles.tscn")
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var particlespawn
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var rng = RandomNumberGenerator.new()
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var rand_select
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var rand_item
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func _ready():
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player = get_node(player_path)
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func _process(delta):
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velocity = Vector3.ZERO
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# Navigation
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nav_agent.set_target_position(player.global_transform.origin)
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var next_nav_point = nav_agent.get_next_path_position()
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velocity = (next_nav_point - global_transform.origin).normalized() * SPEED
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look_at(Vector3(player.global_position.x, global_position.y, player.global_position.z), Vector3.UP)
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move_and_slide()
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func _on_area_3d_body_part_hit(dam):
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health -= dam
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print("health: " + str(health))
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if health <= 0:
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particlespawn = die_particles.instantiate()
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particlespawn.position = self.global_position
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particlespawn.transform.basis = self.global_transform.basis
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get_parent().add_child(particlespawn)
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#pickup drop
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while number_of_drops > 0:
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var rand_selector = int(round(rng.randf_range(1,2)))
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var lv_x = rng.randf_range(-MAX_LV,MAX_LV)
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var lv_y = rng.randf_range(0,MAX_LV)
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var lv_z = rng.randf_range(-MAX_LV,MAX_LV)
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var av_x = rng.randf_range(-MAX_AV,MAX_AV)
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var av_y = rng.randf_range(-MAX_AV,MAX_AV)
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var av_z = rng.randf_range(-MAX_AV,MAX_AV)
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match rand_selector:
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1:
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rand_select = stamina
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2:
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rand_select = ammo
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3:
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rand_select = jump
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# Random Item Drop
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rand_item = rand_select.instantiate()
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rand_item.position = self.global_position
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rand_item.transform.basis = self.global_transform.basis
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rand_item.linear_velocity += self.global_transform.basis * Vector3(lv_x,lv_y,lv_z)
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rand_item.angular_velocity += self.global_transform.basis * Vector3(av_x,av_y,av_z)
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get_parent().add_child(rand_item)
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number_of_drops -= 1
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queue_free()
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