extends CharacterBody3D const SPEED = 3.0 const JUMP_VELOCITY = 4.5 var bullettimer = 50 var bulletshot = false var bulletrandom # Get the gravity from the project settings to be synced with RigidBody nodes. var gravity = ProjectSettings.get_setting("physics/3d/default_gravity") var player @export var Bullet = preload("res://objects/Bullet/Bullet.tscn") func _physics_process(delta): if Global.selfTeddy: player = get_node(Global.selfTeddy) # Add the gravity. if not is_on_floor(): velocity.y -= gravity * delta if player and Global.playerAlive: bullettimer = bullettimer - 10 * delta if bullettimer < 0 and bulletshot == false: bulletshot = true var b = Bullet.instantiate() owner.add_child(b) b.transform = $CollisionShape3D/Neck/BulletGenerator.global_transform b.velocity = -b.global_transform.basis.z * b.muzzle_velocity $sound.stream = load("res://sounds/pistol_shoot.wav") $sound.play() elif bulletshot == true: bulletshot = false bulletrandom = randf_range(1.0, 50.0) bullettimer = bulletrandom velocity = (player.transform.origin - transform.origin).normalized() * SPEED $CollisionShape3D.look_at(Vector3(player.global_transform.origin.x, global_transform.origin.y, player.global_transform.origin.z), Vector3(0,1,0)) move_and_slide()