48 lines
1.1 KiB
GDScript
48 lines
1.1 KiB
GDScript
extends EnemyState
|
|
class_name EnemyReload
|
|
|
|
@export var reload_sound : AudioStreamPlayer3D
|
|
@export var servo_sound : AudioStreamPlayer3D
|
|
@export var retreat_distance : float = 5.0
|
|
@onready var player = get_tree().current_scene.player
|
|
|
|
|
|
func Enter():
|
|
update_reload_move_target()
|
|
servo_sound.play()
|
|
|
|
func Update(delta):
|
|
if enemy.ammo < enemy.max_ammo:
|
|
reload()
|
|
else:
|
|
finished_reload()
|
|
|
|
func Physics_Update(delta):
|
|
if enemy.is_player_visible():
|
|
#get player location
|
|
enemy.cache_player_pos()
|
|
update_reload_look_target()
|
|
move_to_nav_point(delta)
|
|
turret_look3D(delta)
|
|
|
|
|
|
func update_reload_look_target():
|
|
look_target = enemy.global_position + Vector3(0,10,0)
|
|
|
|
func update_reload_move_target():
|
|
var direction = (enemy.player_last_seen - enemy.global_position).normalized()
|
|
move_target = direction * retreat_distance
|
|
enemy.nav_agent.set_target_position(move_target)
|
|
|
|
func reload():
|
|
if !reload_sound.is_playing():
|
|
enemy.ammo += 1
|
|
reload_sound.play()
|
|
|
|
func finished_reload():
|
|
servo_sound.play()
|
|
if enemy.is_player_visible():
|
|
Transitioned.emit(self,"attack")
|
|
else:
|
|
Transitioned.emit(self,"search") #fix to search when it works
|