Files
fps_project_1/scripts/EnemyIdle.gd

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1.6 KiB
GDScript

extends EnemyState
class_name EnemyIdle
@export var idle_speed : float = 1.5
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 = -scan_direction
func Enter():
super()
randomize_wander()
scan_direction = TURRET_TURN_AMT
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:
#turret transform
enemy.turret_look_next.rotation = Vector3(0,scan_direction,0)
enemy.turret_look.rotation = lerp(enemy.turret_look.rotation,enemy.turret_look_next.rotation,delta * enemy.turret_look_speed)
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 * idle_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)
if enemy.turret_look.is_colliding() and enemy.turret_look.get_collider() is Player:
Transitioned.emit(self,"attack")