42 lines
1.1 KiB
GDScript
42 lines
1.1 KiB
GDScript
extends EnemyState
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class_name EnemyIdle
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@export var wander_distance_max : float = 15.0
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@export var scan_cone_angle : float = 90
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@export var scan_time : float = 3
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var idle_timer
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var scan_timer
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var scan_direction = scan_cone_angle/2
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func Enter():
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scan_timer = scan_time
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get_new_wander_point()
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func Update(delta):
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if scan_timer > 0:
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scan_timer -= delta
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else:
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change_scan_direction()
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func Physics_Update(delta):
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#draw target for debug purposes
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debug_marker(move_target)
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#if navigation is finished get new point, otherwise continue on path
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if enemy.nav_agent.is_navigation_finished():
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get_new_wander_point()
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else:
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move_to_nav_point(delta)
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#do turret scan
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turret_scan_look(enemy.nav_agent.get_next_path_position(),scan_direction,delta)
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func get_new_wander_point():
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var x = randf_range(-wander_distance_max,wander_distance_max)
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var z = randf_range(-wander_distance_max,wander_distance_max)
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move_target = enemy.global_position + Vector3(x,0,z)
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enemy.nav_agent.set_target_position(move_target)
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func change_scan_direction():
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scan_timer = scan_time
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scan_direction = -scan_direction
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