init
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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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