39 lines
1.0 KiB
GDScript
39 lines
1.0 KiB
GDScript
extends CharacterBody3D
|
|
|
|
enum State { IDLE, CHASE, ATTACK, RETURN }
|
|
|
|
var state: int = State.IDLE
|
|
var target: Node3D = null
|
|
var spawn_position: Vector3
|
|
var gravity: float = ProjectSettings.get_setting("physics/3d/default_gravity")
|
|
|
|
@onready var health: Node = $Health
|
|
|
|
func _ready() -> void:
|
|
spawn_position = global_position
|
|
add_to_group("enemies")
|
|
EventBus.entity_died.connect(_on_entity_died)
|
|
|
|
func _on_entity_died(entity: Node) -> void:
|
|
if entity == self:
|
|
queue_free()
|
|
elif entity == target:
|
|
target = null
|
|
state = State.RETURN
|
|
|
|
func _physics_process(delta: float) -> void:
|
|
if not is_on_floor():
|
|
velocity.y -= gravity * delta
|
|
move_and_slide()
|
|
|
|
func _on_detection_area_body_entered(body: Node3D) -> void:
|
|
if body is CharacterBody3D and body.name == "Player":
|
|
target = body
|
|
state = State.CHASE
|
|
EventBus.enemy_engaged.emit(self, body)
|
|
|
|
func _on_detection_area_body_exited(body: Node3D) -> void:
|
|
if body == target and state == State.CHASE:
|
|
state = State.RETURN
|
|
target = null
|