Files
fps_project_1/scripts/EnemyAttack.gd

96 lines
2.9 KiB
GDScript

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