Files
fps_project_1/scripts/EnemyIdle.gd
2025-04-30 10:49:53 -05:00

38 lines
940 B
GDScript

extends EnemyState
class_name EnemyIdle
@export var idle_time_range : Vector2 = Vector2(5,7)
@export var wander_distance_max : float = 30.0
var idle_timer
func Enter():
idle_timer = randf_range(idle_time_range.x,idle_time_range.y)
get_new_wander_point()
func Update(delta):
#attack_on_sight()
if idle_timer > 0:
idle_timer -= delta
else:
get_new_wander_point()
debug_marker(move_target)
move_to_nav_point(delta)
#turret_look(delta)
func get_new_wander_point():
#reset timer
idle_timer = randf_range(idle_time_range.x,idle_time_range.y)
var x = randf_range(-wander_distance_max,wander_distance_max)
var z = randf_range(-wander_distance_max,wander_distance_max)
move_target = enemy.global_position + Vector3(x,0,z)
enemy.nav_agent.set_target_position(move_target)
print("MOVE TARGET : ",move_target)
get_turret_look_destination()
func get_turret_look_destination():
look_target = move_target + Vector3(0,3,0)