160 lines
4.5 KiB
GDScript
160 lines
4.5 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 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 turret_look_speed = 6
|
|
@export var die_particles : Resource
|
|
@export var damage_number : Resource
|
|
@export_group("Taunts")
|
|
@export var taunts : Array[String] = []
|
|
|
|
|
|
@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
|
|
|
|
|
|
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
|
|
|
|
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()
|
|
|
|
func _on_prefire_timer_timeout():
|
|
fire(barrel_1)
|
|
smoke.emitting = true
|
|
await get_tree().create_timer(.01).timeout # makes it too hard lol
|
|
fire(barrel_2)
|
|
smoke_2.emitting = true
|
|
turret_material.emission_enabled = false
|
|
prefire_timer.stop()
|
|
postfire_timer.start()
|
|
|
|
|
|
func _on_postfire_timer_timeout():
|
|
if turret_look_next.is_colliding() and turret_look_next.get_collider().is_in_group("player") and !stunned:
|
|
prefire_timer.start()
|
|
turret_material.emission_enabled = true
|
|
else:
|
|
postfire_timer.start()
|
|
|
|
|
|
func _on_knocked_timer_timeout():
|
|
print("KNOCK TIMEOUT")
|
|
velocity = Vector3(0,0,0)
|
|
knocked = false
|
|
|
|
|
|
func _on_stunned_timer_timeout():
|
|
print("STUN TIMEOUT")
|
|
stunned = false
|
|
|
|
func fire(barrel):
|
|
var instance_bullet = bullet.instantiate()
|
|
instance_bullet.position = barrel.global_position
|
|
instance_bullet.transform.basis = barrel.global_transform.basis
|
|
instance_bullet.bullet_speed = bullet_speed
|
|
instance_bullet.bullet_drop = bullet_drop
|
|
instance_bullet.random_spread_amt = random_spread_amt
|
|
instance_bullet.bullet_damage = bullet_damage
|
|
instance_bullet.fired_by = self
|
|
instance_bullet.target_type = enemy_type
|
|
get_tree().get_root().add_child(instance_bullet)
|
|
audio_fire.play()
|
|
spawn_casing()
|
|
|
|
func spawn_casing():
|
|
var instance_casing = casing.instantiate()
|
|
instance_casing.position = casing_ejector.global_position
|
|
instance_casing.transform.basis = casing_ejector.global_transform.basis
|
|
instance_casing.player_velocity = velocity * transform.basis
|
|
get_tree().get_root().add_child(instance_casing)
|
|
|
|
|
|
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
|
|
|
|
func _on_area_3d_body_entered(body: Node3D) -> void:
|
|
pass # Replace with function body.
|
|
|
|
func _exit_tree() -> void:
|
|
get_parent().enemies.erase(self)
|