Files
fps_project_1/scripts/EnemyStates.gd

69 lines
2.3 KiB
GDScript

extends CharacterState
class_name EnemyState
@export var turret_speed : float = 6.0
func enemy_has_target():
if character.player_last_seen != null:
return true
if character.point_of_interest != null:
return true
return false
func attack_on_sight():
if can_see:
if character.is_player_in_area() and character.is_player_visible():
character.cache_player_pos()
Transitioned.emit(self,"attack")
if character.turret_look.is_colliding():
if character.turret_look.get_collider() is Player:
character.cache_player_pos()
Transitioned.emit(self,"attack")
func turret_look2D(delta):
character.turret_look.global_rotation.y = rotate_to_face2D(character.turret_look,look_target,0,delta,turret_speed)
func turret_scan(target_offset : Vector3,delta):
rotate_to_face3D(character.turret_look,look_target,target_offset,delta,turret_speed)
func turret_look3D(delta):
rotate_to_face3D(character.turret_look,look_target,Vector3.ZERO,delta,turret_speed)
func turret_scan_look(target,scan_direction,delta):
character.turret_look.global_rotation.y = rotate_to_face2D(character.turret_look,target,scan_direction,delta,turret_speed)
func investigate_points_of_interest(point,loudness,max_distance):
if poi_investigate:
var distance_to_point = character.global_position.distance_to(point)
if distance_to_point <= max_distance:
var perceived_loudness = 1/distance_to_point * loudness
var add_point = {"point" : point, "loudness" : perceived_loudness}
character.points_of_interest.append(add_point)
if poi_change_to_search:
Transitioned.emit(self,"search")
if poi_update_waypoint_immediately:
get_new_point_of_interest()
func has_points_to_investigate():
if character.player_last_seen != null:
return true
elif character.points_of_interest.size() > 0:
return true
else:
return false
func get_new_point_of_interest():
if character.player_last_seen != null:
move_target = character.player_last_seen
character.player_last_seen = null
character.nav_agent.set_target_position(move_target)
elif character.points_of_interest.size() > 0:
var point_of_interest = character.points_of_interest.pop_back()
move_target = point_of_interest["point"]
character.nav_agent.set_target_position(move_target)
func clear_points_of_interest():
character.points_of_interest = []