41 lines
1.0 KiB
GDScript
41 lines
1.0 KiB
GDScript
extends EnemyState
|
|
class_name EnemyStunned
|
|
|
|
@export var wander_distance_max : float = 15.0
|
|
@export var time_stunned : float = 5.0
|
|
|
|
var stun_timer
|
|
|
|
const BODY_TURN_SPEED = 2.0
|
|
const TURRET_TURN_SPEED = 6.0
|
|
|
|
func Enter():
|
|
stun_timer = time_stunned
|
|
clear_points_of_interest()
|
|
character.stunned_stars.visible = true
|
|
|
|
func Exit():
|
|
character.stunned_stars.visible = false
|
|
|
|
func Update(delta):
|
|
if stun_timer > 0:
|
|
stun_timer -= delta
|
|
else:
|
|
Transitioned.emit(self,"idle")
|
|
|
|
func Physics_Update(delta):
|
|
#if navigation is finished get new point, otherwise continue on path
|
|
if character.nav_agent.is_navigation_finished():
|
|
get_new_wander_point()
|
|
else:
|
|
move_to_nav_point(delta)
|
|
|
|
character.body.rotation.y += delta * BODY_TURN_SPEED
|
|
character.turret_look.rotation.y += delta * TURRET_TURN_SPEED
|
|
|
|
func get_new_wander_point():
|
|
var x = randf_range(-wander_distance_max,wander_distance_max)
|
|
var z = randf_range(-wander_distance_max,wander_distance_max)
|
|
move_target = character.global_position + Vector3(x,0,z)
|
|
character.nav_agent.set_target_position(move_target)
|