2023-02-07 13:22:31 -07:00
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extends CharacterBody3D
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2023-02-09 13:10:25 -07:00
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const SPEED = 3.0
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2023-02-07 13:22:31 -07:00
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const JUMP_VELOCITY = 4.5
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2023-03-19 01:56:03 -06:00
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var health = 100
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2023-02-07 13:22:31 -07:00
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var bullettimer = 50
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var bulletshot = false
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var bulletrandom
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2023-03-19 16:28:17 -06:00
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var dead = false
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2023-02-07 13:22:31 -07:00
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# Get the gravity from the project settings to be synced with RigidBody nodes.
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var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
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2023-02-23 10:19:37 -07:00
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var player
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2023-03-19 16:28:17 -06:00
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@export var Bullet = preload("res://objects/AI-Bullet/Bullet.tscn")
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2023-02-07 13:22:31 -07:00
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2023-03-19 01:35:35 -06:00
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func _ready():
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self.visible = false
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$CollisionShape3D.disabled = true
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2023-02-07 13:22:31 -07:00
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func _physics_process(delta):
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2023-02-23 10:19:37 -07:00
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if Global.selfTeddy:
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player = get_node(Global.selfTeddy)
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2023-02-07 13:22:31 -07:00
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# Add the gravity.
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if not is_on_floor():
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velocity.y -= gravity * delta
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2023-03-19 16:37:06 -06:00
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if $CollisionShape3D/Neck/Teddy/AnimationPlayer.is_playing() == false:
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$CollisionShape3D/Neck/Teddy/AnimationPlayer.play("idle")
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2023-02-07 13:22:31 -07:00
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2023-03-19 01:35:35 -06:00
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if Global.roundInSession:
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self.visible = true
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$CollisionShape3D.disabled = false
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2023-03-19 16:28:17 -06:00
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if player and Global.playerAlive and Global.tutorialComplete and not dead:
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2023-03-19 01:56:03 -06:00
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if Global.AIHit == true:
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Global.AIHit = false
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var damage = RandomNumberGenerator.new().randi_range(7, 16)
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health -= damage
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2023-05-19 12:56:34 -06:00
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spawn_cotton()
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2023-03-19 01:56:03 -06:00
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if health <= 0:
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2023-03-19 16:28:17 -06:00
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dead_AI()
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2023-03-19 01:35:35 -06:00
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if $CollisionShape3D/Neck/Teddy/AnimationPlayer.is_playing():
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var animation = $CollisionShape3D/Neck/Teddy/AnimationPlayer.get_current_animation()
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if animation == "idle":
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$CollisionShape3D/Neck/Teddy/AnimationPlayer.play("walk")
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if $CollisionShape3D/Neck/Teddy/AnimationPlayer.is_playing() == false:
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$CollisionShape3D/Neck/Teddy/AnimationPlayer.play("walk")
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bullettimer = bullettimer - 10 * delta
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if bullettimer < 0 and bulletshot == false:
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bulletshot = true
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var b = Bullet.instantiate()
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owner.add_child(b)
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b.transform = $CollisionShape3D/Neck/BulletGenerator.global_transform
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b.velocity = -b.global_transform.basis.z * b.muzzle_velocity
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$sound.stream = load("res://sounds/pistol_shoot.wav")
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$sound.play()
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elif bulletshot == true:
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bulletshot = false
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bulletrandom = randf_range(1.0, 50.0)
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bullettimer = bulletrandom
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2023-03-23 12:48:49 -06:00
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var direction = (player.transform.origin - transform.origin).normalized()
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var xz_velocity = Vector3(direction.x, 0, direction.z) * SPEED
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var y_velocity = velocity.y
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velocity = Vector3(xz_velocity.x, y_velocity, xz_velocity.z)
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2023-03-19 01:35:35 -06:00
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$CollisionShape3D.look_at(Vector3(player.global_transform.origin.x, global_transform.origin.y, player.global_transform.origin.z), Vector3(0,1,0))
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move_and_slide()
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2023-03-19 16:28:17 -06:00
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func dead_AI():
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health = 100
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dead = true
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2023-05-27 16:49:09 -06:00
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Global.AIKilled = true
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2023-03-19 16:28:17 -06:00
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$CollisionShape3D/Neck/Teddy.visible = false
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$CollisionShape3D.disabled = true
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await get_tree().create_timer(10).timeout
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$CollisionShape3D/Neck/Teddy.visible = true
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$CollisionShape3D.disabled = false
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dead = false
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2023-05-19 12:56:34 -06:00
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func spawn_cotton():
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$CPUParticles3D.emitting = true
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await get_tree().create_timer(0.5).timeout
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$CPUParticles3D.emitting = false
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