added cap to number of rigidbody casings that can be in scene (or other particles)
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@@ -2,12 +2,18 @@ extends RigidBody3D
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@onready var collision_shape = $CollisionShape3D
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@onready var audio_drop = $DropSound
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@onready var level_control = get_tree().get_current_scene()
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var rng = RandomNumberGenerator.new()
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var random_rotation = true
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var particle_number
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# Called when the node enters the scene tree for the first time.
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func _ready():
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#enter the scene and assign particle number
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level_control.particle_number += 1
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particle_number = level_control.particle_number
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if random_rotation == true:
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var lv_x = rng.randf_range(5.0,7.0)
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var lv_y = rng.randf_range(0.0,3.0)
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@@ -20,6 +26,11 @@ func _ready():
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angular_velocity += transform.basis * Vector3(av_x,av_y,av_z)
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func _process(delta):
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#once max particles reached delete from scene
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if level_control.particle_number >= (particle_number + level_control.MAX_PARTICLES):
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_on_timer_timeout()
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func _on_timer_timeout():
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collision_shape.disabled = true
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await get_tree().create_timer(1).timeout
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File diff suppressed because one or more lines are too long
@@ -8,7 +8,6 @@ var rot_amount : float
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# Called when the node enters the scene tree for the first time.
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func _ready():
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minions = self.get_children()
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print(minions)
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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@@ -4,6 +4,7 @@ extends Node3D
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@export var player : Node
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@export var money = 250
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@export var health = 3
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@export var MAX_PARTICLES = 100
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@export var gun_1 : Resource
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@export var gun_2 : Resource
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var held_guns = []
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@@ -11,6 +12,7 @@ var ammo_current = [0]
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var ammo_reserve = [0]
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var guns_dict = {}
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var current_gun_index
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var particle_number = 0
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# Called when the node enters the scene tree for the first time.
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func _ready():
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@@ -32,7 +34,7 @@ func _ready():
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(_delta):
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pass
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print(particle_number)
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func gun_spawn(index):
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#loop around if scrolling past available guns
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