update
This commit is contained in:
@@ -1,13 +1,14 @@
|
||||
extends Node
|
||||
|
||||
const SPEED := 3.0
|
||||
const LEASH_RANGE := 15.0
|
||||
const ATTACK_RANGE := 2.0
|
||||
const REGEN_FAST := 0.10
|
||||
const REGEN_SLOW := 0.01
|
||||
|
||||
@onready var enemy: CharacterBody3D = get_parent()
|
||||
@onready var nav_agent: NavigationAgent3D = get_parent().get_node("NavigationAgent3D")
|
||||
|
||||
func _physics_process(_delta: float) -> void:
|
||||
func _physics_process(delta: float) -> void:
|
||||
match enemy.state:
|
||||
enemy.State.IDLE:
|
||||
enemy.velocity.x = 0
|
||||
@@ -15,17 +16,12 @@ func _physics_process(_delta: float) -> void:
|
||||
enemy.State.CHASE:
|
||||
_chase()
|
||||
enemy.State.RETURN:
|
||||
_return_to_spawn()
|
||||
_return_to_spawn(delta)
|
||||
|
||||
func _chase() -> void:
|
||||
if not is_instance_valid(enemy.target):
|
||||
enemy.state = enemy.State.RETURN
|
||||
return
|
||||
var dist_to_spawn := enemy.global_position.distance_to(enemy.spawn_position)
|
||||
if dist_to_spawn > LEASH_RANGE:
|
||||
enemy.state = enemy.State.RETURN
|
||||
enemy.target = null
|
||||
return
|
||||
var dist_to_target := enemy.global_position.distance_to(enemy.target.global_position)
|
||||
if dist_to_target <= ATTACK_RANGE:
|
||||
enemy.state = enemy.State.ATTACK
|
||||
@@ -37,7 +33,7 @@ func _chase() -> void:
|
||||
enemy.velocity.x = direction.x * SPEED
|
||||
enemy.velocity.z = direction.z * SPEED
|
||||
|
||||
func _return_to_spawn() -> void:
|
||||
func _return_to_spawn(delta: float) -> void:
|
||||
var dist := enemy.global_position.distance_to(enemy.spawn_position)
|
||||
if dist < 1.0:
|
||||
enemy.state = enemy.State.IDLE
|
||||
@@ -50,3 +46,13 @@ func _return_to_spawn() -> void:
|
||||
direction.y = 0
|
||||
enemy.velocity.x = direction.x * SPEED
|
||||
enemy.velocity.z = direction.z * SPEED
|
||||
_regenerate(delta)
|
||||
|
||||
func _regenerate(delta: float) -> void:
|
||||
var health: Node = enemy.get_node("Health")
|
||||
if health.current_health < health.max_health:
|
||||
var rate: float = REGEN_FAST if health.current_health < health.max_health else REGEN_SLOW
|
||||
if health.current_health >= health.max_health * 0.99:
|
||||
rate = REGEN_SLOW
|
||||
health.current_health = min(health.current_health + health.max_health * rate * delta, health.max_health)
|
||||
EventBus.health_changed.emit(enemy, health.current_health, health.max_health)
|
||||
|
||||
Reference in New Issue
Block a user