rocket pull radius of collision shape for blast radius
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@@ -1,11 +1,12 @@
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extends RigidBody3D
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@export var explosion : Resource
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@export var blast_radius : Node
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@export var blast_radius_area : Node
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@export var radius_shape : Node
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@export var blast_radius_falloff : Resource
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@onready var radius_shape = $BlastRadius/radiusShape
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var blast_power
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var blast_radius
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var bullet_speed
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var player_velocity
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var bullet_damage
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@@ -14,7 +15,7 @@ var player_position
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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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linear_velocity += transform.basis * Vector3(0, 0, -bullet_speed) + player_velocity
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blast_radius = radius_shape.shape.radius
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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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@@ -22,26 +23,28 @@ func _process(delta):
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func _on_body_shape_entered(body_rid, body, body_shape_index, local_shape_index):
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#move objects
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explode()
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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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explosionspawn.transform.basis = self.global_transform.basis
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get_tree().get_root().add_child(explosionspawn)
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queue_free()
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if !body.is_in_group("player"):
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#move objects
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explode()
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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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explosionspawn.transform.basis = self.global_transform.basis
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get_tree().get_root().add_child(explosionspawn)
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queue_free()
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func explode():
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#get all collision objects that can be moved
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var moveable_rigidbodies = blast_radius.get_overlapping_bodies()
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var moveable_rigidbodies = blast_radius_area.get_overlapping_bodies()
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#for each object determine vector from center of blast radius
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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 moveable_rigidbodies:
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if body.is_in_group("scene_rigidbody"):
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var blast_direction = (body.global_position - blast_radius.global_position).normalized()
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var blast_amount = 1 - ((body.global_position - blast_radius.global_position).length() / 10)
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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() / blast_radius)
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var blast_velocity = blast_direction * blast_power * blast_amount
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if body.is_in_group("breakable"):
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body.breaking(blast_velocity)
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