Files
fps_project_1/scripts/spider.gd

114 lines
3.3 KiB
GDScript

extends CharacterBody3D
class_name Enemy
signal last_enemy_dead()
var player
var last_enemy : bool = false
@export var start_health = 3
@export var SPEED = 3.0
@export var turret_look_speed = 6
@export var max_ammo = 10
@export var loot_amount = 2
@export var nav_agent : NavigationAgent3D
@export_enum("Enemy", "Trap") var enemy_type: int
@export var bullet : Resource
@export var casing : Resource
@export var bullet_speed = 150
@export var bullet_drop = .1
@export var random_spread_amt = .01
@export var bullet_damage = 1
@export var die_particles : Resource
@export var damage_number : Resource
@export_group("Taunts")
@export var taunts : Array[String] = []
@onready var state_machine: Node = $StateMachine
@onready var level_control = get_tree().current_scene
@onready var movement_shape = $MovementShape
@onready var barrel_1 = $TurretLook/Turret/Barrel1
@onready var barrel_2 = $TurretLook/Turret/Barrel2
@onready var casing_ejector = $TurretLook/Turret/CasingEjector
@onready var prefire_timer = $Timers/prefire_timer
@onready var postfire_timer = $Timers/postfire_timer
@onready var knocked_timer = $Timers/knocked_timer
@onready var stunned_timer = $Timers/stunned_timer
@onready var turret_look_next = $TurretLookNext
@onready var spider_look_next = $SpiderLookNext
@onready var body = $body
@onready var audio_fire = $AUIDO/Fire
@onready var turret = $TurretLook/Turret
@onready var turret_material = turret.get_surface_override_material(2)
@onready var turret_look = $TurretLook
@onready var smoke: GPUParticles3D = $TurretLook/Turret/Smoke
@onready var smoke_2: GPUParticles3D = $TurretLook/Turret/Smoke2
@onready var stunned_stars: Node3D = $body/StunnedStars
@onready var outline_meshes = [$TurretLook/Turret/turretoutline,
$body/leg1/foot1/foot1outline,
$body/leg1/leg1outline,
$body/leg2/foot2/foot2outline,
$body/leg2/leg2outline,
$body/leg3/foot3/foot3outline,
$body/leg3/leg3outline,
$body/leg4/foot4/foot4outline,
$body/leg4/leg4outline,
$body/bodyoutline]
@onready var health_bar_sprite: Sprite3D = $HealthBarSprite
@onready var servo_single: AudioStreamPlayer3D = $AUIDO/ServoSingle
@onready var servo_loop: AudioStreamPlayer3D = $AUIDO/ServoLoop
var gravity = 9.8
var particlespawn
var rand_select
var rand_item
var body_look_to
var distance_to_player
var hive_velocity
var hive_nav_point
var dying
var can_die : bool = false
var player_in_view = false
var player_last_seen
var knocked = false
var stunned = false
var health
var turret_current_moving_speed
func _ready():
health = start_health
player = level_control.player
#health_bar_sprite.visible = false
turret_material.emission_enabled = false
#randomly start the postfire timer so enemy turrets aren't synced
var random_time = randf_range(0,5)
await get_tree().create_timer(random_time).timeout
postfire_timer.start()
func _process(delta):
move_and_slide()
turret_current_moving_speed = (turret_look_next.rotation - turret_look.rotation).length()
#if turret_current_moving_speed > 1:
#servo_single.play()
func stun():
state_machine.on_child_transition(state_machine.current_state,"stunned")
func save():
var save_dict = {
"filename" : get_scene_file_path(),
"parent" : get_parent().get_path(),
"pos_x" : position.x,
"pos_y" : position.y,
"pos_z" : position.z,
"rot_x" : rotation.x,
"rot_y" : rotation.y,
"rot_z" : rotation.z,
"start_health" : start_health,
"health" : health
}
return save_dict