atualização 1.0/add menu

This commit is contained in:
2026-05-27 09:44:13 -03:00
parent 0b0113fbde
commit b8442324fa
9 changed files with 125 additions and 59 deletions
+31 -24
View File
@@ -14,36 +14,40 @@ var EXECUTED:= false
@onready var animation_tree = $beetle_bot_Skin/AnimationTree
@onready var state_machine = animation_tree.get("parameters/playback")
@onready var attack_time := $SecondaryActionTimer
@export var LIFE:= 5
@export var LIFE:= 2
func verfy_life():
if LIFE == 0:
dead = true
$head/Collision_head.set_deferred("disabled", true)
state_machine.travel("poweroff")
await animation_tree.animation_finished
func _process(delta: float):
velocity = Vector3.ZERO
match state_machine.get_current_node():
if not dead:
"idle":
look_at(Vector3(target.global_position.x, global_position.y, target.global_position.z), Vector3.UP)
"walk":
if global_position.distance_to(target.global_position) < CHASE_RANGE:
nav_agent.target_position = target.global_transform.origin
var next_nav_point = nav_agent.get_next_path_position()
velocity = (next_nav_point - global_transform.origin).normalized() * SPEED * delta
velocity = Vector3.ZERO
match state_machine.get_current_node():
"idle":
look_at(Vector3(target.global_position.x, global_position.y, target.global_position.z), Vector3.UP)
"attack":
if not EXECUTED:
look_at(Vector3(target.global_position.x, global_position.y, target.global_position.z), Vector3.UP)
"walk":
if global_position.distance_to(target.global_position) < CHASE_RANGE:
nav_agent.target_position = target.global_transform.origin
var next_nav_point = nav_agent.get_next_path_position()
velocity = (next_nav_point - global_transform.origin).normalized() * SPEED * delta
look_at(Vector3(target.global_position.x, global_position.y, target.global_position.z), Vector3.UP)
"attack":
if not EXECUTED:
look_at(Vector3(target.global_position.x, global_position.y, target.global_position.z), Vector3.UP)
animation_tree.set("parameters/conditions/walk", chase_player())
animation_tree.set("parameters/conditions/idle", not chase_player())
animation_tree.set("parameters/conditions/attack", attack_player())
animation_tree.set("parameters/conditions/walk", chase_player())
animation_tree.set("parameters/conditions/idle", not chase_player())
animation_tree.set("parameters/conditions/attack", attack_player())
move_and_slide()
@@ -62,10 +66,7 @@ func _on_area_3d_body_entered(body: Node3D) -> void: #head
EXECUTED = false
# Replace with function body.
func damage(amount):
LIFE -= amount
verfy_life()
func _on_secondary_action_timer_timeout() -> void:
pass
@@ -75,3 +76,9 @@ func _on_secondary_action_timer_timeout() -> void:
#pass
func _on_damage_box_body_entered(body: Node3D) -> void:
if body.name == "player":
LIFE -= 1
verfy_life()