Files
fps_project_1/scripts/EnemyReload.gd
2025-04-29 11:02:12 -05:00

60 lines
1.6 KiB
GDScript

extends EnemyState
class_name EnemyReload
@export var reload_sound : AudioStreamPlayer3D
@export var run_distance : float = 3
@export var body_turn_speed : float = 1
@onready var player = get_tree().current_scene.player
var heartbeat : float = 3.0
var remaining_bullets
func Enter():
super()
remaining_bullets = enemy.max_ammo
enemy.servo_single.play()
func Exit():
super()
enemy.ammo = enemy.max_ammo
enemy.servo_single.play()
func update_waypoint():
#var direction = (player.global_position - enemy.global_position).normalized()
enemy.nav_agent.set_target_position(move_target())
func Update(delta):
if heartbeat > 0:
heartbeat -= delta
else:
update_waypoint()
if remaining_bullets > 0:
if !reload_sound.is_playing():
remaining_bullets -= 1
reload_sound.play()
else:
finished_reload()
func Physics_Update(delta):
enemy.turret_look_next.look_at(move_target())
enemy.turret_look.rotation = lerp(enemy.turret_look.rotation,Vector3(deg_to_rad(90),0,0),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 * move_speed
enemy.global_rotation.y = rotate_to_face2D(enemy,move_target(),delta,turret_speed)
func finished_reload():
if enemy.turret_look_next.is_colliding():
if enemy.turret_look_next.get_collider() is Player:
Transitioned.emit(self,"attack")
else:
Transitioned.emit(self,"search")
else:
Transitioned.emit(self,"search")