init
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20
enemies/scripts/states/enemy_state.gd
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20
enemies/scripts/states/enemy_state.gd
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class_name EnemyState extends Node
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var enemy: Enemy
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var state_machine: EnemyStateMachine
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func init() -> void:
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pass
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func enter() -> void:
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pass
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func exit() -> void:
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pass
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func process(_delta : float) -> EnemyState:
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return null
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func physics(_delta : float) -> EnemyState:
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return null
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1
enemies/scripts/states/enemy_state.gd.uid
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1
enemies/scripts/states/enemy_state.gd.uid
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uid://u7qy2i6rutqr
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58
enemies/scripts/states/enemy_state_chase.gd
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58
enemies/scripts/states/enemy_state_chase.gd
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class_name EnemyChaseWander extends EnemyState
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@export var animation_name: String = "chase"
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@export var chase_speed: float = 20.0
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@export var turn_rate: float = 0.25
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@export_category("AI")
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@export var vision_area: VisionArea
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@export var attack_area: Hurtbox
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@export var state_aggro_duration: float = 0.5
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@export var next_state: EnemyState
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var timer: float = 0.0
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var direction: Vector2
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var can_see_player := false
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func init() -> void:
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if vision_area:
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vision_area.player_entered.connect(on_player_entered)
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vision_area.player_exited.connect(on_player_exited)
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func enter() -> void:
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timer = state_aggro_duration
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enemy.update_animation(animation_name)
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if attack_area:
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attack_area.monitoring = true
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func exit() -> void:
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if attack_area:
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attack_area.monitoring = true
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can_see_player = false
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func process(delta : float) -> EnemyState:
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var new_dir: Vector2 = enemy.global_position.direction_to(PlayerManager.player.global_position)
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direction = lerp(direction, new_dir, turn_rate)
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enemy.velocity = direction * chase_speed
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if enemy.set_direction(direction):
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enemy.update_animation(animation_name)
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if !can_see_player:
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timer -= delta
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if timer <= 0:
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return next_state
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else:
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timer = state_aggro_duration
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return null
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func physics(_delta : float) -> EnemyState:
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return null
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func on_player_entered() -> void:
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can_see_player = true
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if state_machine.current_state is EnemyStateStun:
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return
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state_machine.change_state(self)
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func on_player_exited() -> void:
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can_see_player = false
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1
enemies/scripts/states/enemy_state_chase.gd.uid
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1
enemies/scripts/states/enemy_state_chase.gd.uid
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uid://dmcmplui6od1k
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64
enemies/scripts/states/enemy_state_destroy.gd
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64
enemies/scripts/states/enemy_state_destroy.gd
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class_name EnemyStateDestroy extends EnemyState
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const PICKUP: Resource = preload("res://items/item_pickup/item_pickup.tscn")
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@export var animation_name: String = "destroy"
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@export var knockback_speed: float = 200.0
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@export var decelerate_speed: float = 10.0
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@export_category("Item drops")
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@export var drops: Array[DropData]
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var direction: Vector2
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var damage_position: Vector2
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func init() -> void:
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enemy.enemy_destroyed.connect(on_destroyed)
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func enter() -> void:
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enemy.invulnerable = true
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enemy.animation_player.animation_finished.connect(on_animation_finished)
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direction = enemy.global_position.direction_to(damage_position)
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enemy.update_animation(animation_name)
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enemy.set_direction(direction)
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enemy.velocity = direction * -knockback_speed
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disable_hurtbox()
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drop_items()
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func exit() -> void:
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enemy.invulnerable = false
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enemy.animation_player.animation_finished.disconnect(on_animation_finished)
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func process(delta : float) -> EnemyState:
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enemy.velocity -= enemy.velocity * decelerate_speed * delta
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return null
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func physics(_delta : float) -> EnemyState:
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return null
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func on_destroyed(hurtbox: Hurtbox) -> void:
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state_machine.change_state(self)
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damage_position = hurtbox.global_position
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func on_animation_finished(_name: String) -> void:
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print("destroyed")
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enemy.queue_free()
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func disable_hurtbox() -> void:
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var hurtbox: Hurtbox = enemy.get_node_or_null("Hurtbox")
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if hurtbox:
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hurtbox.monitoring = false
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func drop_items() -> void:
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if drops.is_empty():
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return
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for drops_index in drops.size():
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var drop_item := drops[drops_index]
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if drop_item and drop_item.item:
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var drop_count := drop_item.get_drop_count()
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for drop_index in drop_count:
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var item_pickup := PICKUP.instantiate() as ItemPickup
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item_pickup.item_data = drop_item.item
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enemy.get_parent().call_deferred("add_child", item_pickup)
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item_pickup.global_position = enemy.global_position
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item_pickup.velocity = enemy.velocity.rotated(randf_range(-1.5, 1.5)) * randf_range(0.9, 1.5)
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1
enemies/scripts/states/enemy_state_destroy.gd.uid
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1
enemies/scripts/states/enemy_state_destroy.gd.uid
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uid://qn1vn11fqgui
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30
enemies/scripts/states/enemy_state_idle.gd
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30
enemies/scripts/states/enemy_state_idle.gd
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class_name EnemyStateIdle extends EnemyState
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@export var animation_name: String = "idle"
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@export_category("AI")
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@export var state_duration_min: float = 0.5
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@export var state_duration_max: float = 1.5
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@export var next_state: EnemyState
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var timer: float = 0.0
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func init() -> void:
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pass
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func enter() -> void:
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enemy.velocity = Vector2.ZERO
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timer = randf_range(state_duration_min, state_duration_max)
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enemy.update_animation(animation_name)
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func exit() -> void:
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pass
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func process(delta : float) -> EnemyState:
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timer -= delta
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if timer <= 0:
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return next_state
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return null
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func physics(_delta : float) -> EnemyState:
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return null
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1
enemies/scripts/states/enemy_state_idle.gd.uid
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1
enemies/scripts/states/enemy_state_idle.gd.uid
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uid://t2wl0iif703e
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44
enemies/scripts/states/enemy_state_stun.gd
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44
enemies/scripts/states/enemy_state_stun.gd
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class_name EnemyStateStun extends EnemyState
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@export var animation_name: String = "stun"
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@export var knockback_speed: float = 200.0
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@export var decelerate_speed: float = 10.0
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@export_category("AI")
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@export var next_state: EnemyState
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var direction: Vector2
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var damage_position: Vector2
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var animation_finished: bool = false
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func init() -> void:
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enemy.enemy_damaged.connect(on_damaged)
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func enter() -> void:
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enemy.animation_player.animation_finished.connect(on_animation_finished)
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enemy.invulnerable = true
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animation_finished = false
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direction = enemy.global_position.direction_to(damage_position)
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enemy.update_animation(animation_name)
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enemy.set_direction(direction)
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enemy.velocity = direction * -knockback_speed
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func exit() -> void:
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enemy.invulnerable = false
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enemy.animation_player.animation_finished.disconnect(on_animation_finished)
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func process(delta : float) -> EnemyState:
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if animation_finished:
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return next_state
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enemy.velocity -= enemy.velocity * decelerate_speed * delta
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return null
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func physics(_delta : float) -> EnemyState:
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return null
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func on_damaged(hurtbox: Hurtbox) -> void:
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damage_position = hurtbox.global_position
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state_machine.change_state(self)
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func on_animation_finished(_name: String) -> void:
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animation_finished = true
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1
enemies/scripts/states/enemy_state_stun.gd.uid
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1
enemies/scripts/states/enemy_state_stun.gd.uid
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@@ -0,0 +1 @@
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uid://b6sf2nm67yulk
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38
enemies/scripts/states/enemy_state_wander.gd
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38
enemies/scripts/states/enemy_state_wander.gd
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class_name EnemyStateWander extends EnemyState
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@export var animation_name: String = "walk"
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@export var wander_speed: float = 20.0
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@export_category("AI")
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@export var state_animation_duration: float = 0.7
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@export var state_cycles_min: int = 1
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@export var state_cycles_max: int = 3
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@export var next_state: EnemyState
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var timer: float = 0.0
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var direction: Vector2
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func init() -> void:
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pass
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func enter() -> void:
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timer = randi_range(state_cycles_min, state_cycles_max) * state_animation_duration
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var random_direction = randi_range(0, 3)
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direction = enemy.DIR_4[random_direction]
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enemy.velocity = direction * wander_speed
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enemy.set_direction(direction)
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enemy.update_animation(animation_name)
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func exit() -> void:
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pass
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func process(delta : float) -> EnemyState:
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timer -= delta
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if timer <= 0:
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return next_state
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return null
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func physics(_delta : float) -> EnemyState:
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return null
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1
enemies/scripts/states/enemy_state_wander.gd.uid
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1
enemies/scripts/states/enemy_state_wander.gd.uid
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@@ -0,0 +1 @@
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uid://dqiqly265lt0u
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