96 lines
2.9 KiB
GDScript
96 lines
2.9 KiB
GDScript
extends EnemyState
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class_name EnemyAttack
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@export var initial_wait_time : float = 1.0
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@export var time_to_lose_target : float = 4.0
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@export var between_shot_time : Vector2 = Vector2(.5,2.0)
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@export var alert_sound : AudioStreamPlayer3D
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var initial_timer
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var lost_target_timer
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var shot_timer = 0.0
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func Enter():
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initial_timer = initial_wait_time
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lost_target_timer = time_to_lose_target
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alert_sound.play()
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clear_points_of_interest()
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func Physics_Update(delta):
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update_minimap(0,2.0,ColorSwatch.RED_COLOR)
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if character.is_player_visible():
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#reset lost target timer
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lost_target_timer = time_to_lose_target
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#get player location
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character.cache_player_pos()
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#set player location as target
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update_player_target()
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#move and look at location
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move_to_nav_point(delta)
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turret_look3D(delta)
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#Initial wait time
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if initial_timer > 0:
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initial_timer -= delta
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else:
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#fire if player in view
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if character.ammo > 0:
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attack_sequence(delta)
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else:
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await get_tree().create_timer(.5).timeout
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Transitioned.emit(self,"reload")
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else:
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if lost_target_timer > 0:
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lost_target_timer -= delta
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#move and look at location
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move_to_nav_point(delta)
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turret_look3D(delta)
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else:
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Transitioned.emit(self,"search")
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func attack_sequence(delta):
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if shot_timer > 0:
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shot_timer -= delta
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else:
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shot_timer = randf_range(between_shot_time.x,between_shot_time.y)
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character.turret_material.emission_enabled = true
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await get_tree().create_timer(.1).timeout
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attack()
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func update_player_target():
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move_target = character.player_last_seen
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look_target = character.player_last_seen + Vector3(0,.75,0)
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character.nav_agent.set_target_position(move_target)
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func attack():
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fire(character.barrel_1)
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character.smoke.emitting = true
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await get_tree().create_timer(.1).timeout
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fire(character.barrel_2)
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character.smoke_2.emitting = true
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character.turret_material.emission_enabled = false
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func fire(barrel):
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character.ammo -= 1
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SignalBus.emit_signal("engaging_target",character,character.player_last_seen)
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var instance_bullet = character.bullet.instantiate()
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instance_bullet.position = barrel.global_position
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instance_bullet.transform.basis = barrel.global_transform.basis
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instance_bullet.bullet_speed = character.bullet_speed
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instance_bullet.bullet_drop = character.bullet_drop
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instance_bullet.random_spread_amt = character.random_spread_amt
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instance_bullet.bullet_damage = character.bullet_damage
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instance_bullet.fired_by = character
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instance_bullet.target_type = character.enemy_type
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get_tree().get_root().add_child(instance_bullet)
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character.audio_fire.play()
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spawn_casing()
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func spawn_casing():
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var instance_casing = character.casing.instantiate()
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instance_casing.position = character.casing_ejector.global_position
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instance_casing.transform.basis = character.casing_ejector.global_transform.basis
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instance_casing.player_velocity = character.velocity * character.transform.basis
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get_tree().get_root().add_child(instance_casing)
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