more ai work
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@@ -10,6 +10,7 @@ extends RigidBody3D
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@onready var radius_shape: CollisionShape3D = $BlastRadius/CollisionShape3D
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@onready var audio_drop: AudioStreamPlayer3D = $audio_drop
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@onready var flames: GPUParticles3D = $Flames
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@onready var collision_check: RayCast3D = $CollisionCheck
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var leak_hp = false
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var blast_amount
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@@ -56,7 +57,6 @@ func explode():
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#apply linear velocity power as the inverse % of distance towards the edge (bonus points if using curve texture)
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#break breakable objects
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for body in bodies_in_blast:
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#calculate blast power and direction
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var blast_direction = (body.global_position - blast_radius_area.global_position).normalized()
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var blast_amount = 1 - ((body.global_position - blast_radius_area.global_position).length() / radius_shape.shape.radius)
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@@ -82,6 +82,8 @@ func explode():
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body.stunned_timer.start()
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body.velocity += blast_velocity
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SignalBus.emit_signal("suspicious_sound",global_position,180,35)
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#Spawn gpu particles
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var explosionspawn = explosion.instantiate()
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explosionspawn.position = self.global_position
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