extends CharacterBody3D class_name EnemyCharacter @export var start_health : int = 10 @export var loot_dropped : int = 3 const GOLDCOIN = preload("res://Prefabs/goldcoin.tscn") const MAX_AV = 15 const MAX_LV = 2 var health func _ready() -> void: health = start_health func hit(damage): health -= damage print("HEALTH : ",health) print("HIT") if health <= 0: die() func die(): drop_loot() queue_free() func drop_loot(): while loot_dropped > 0: var instance_coin = GOLDCOIN.instantiate() var av_x = randf_range(-MAX_AV,MAX_AV) var av_y = randf_range(-MAX_AV,MAX_AV) var av_z = randf_range(-MAX_AV,MAX_AV) var lv_x = randf_range(-MAX_LV,MAX_LV) var lv_y = randf_range(0,MAX_LV) var lv_z = randf_range(-MAX_LV,MAX_LV) get_tree().current_scene.add_child(instance_coin) instance_coin.global_position = global_position instance_coin.angular_velocity = Vector3(av_x,av_y,av_z) instance_coin.linear_velocity = Vector3(lv_x,lv_y,lv_z) loot_dropped -= 1