extends Projectile @export var max_bounces : int = 10 @export var collision_shape: CollisionShape3D @export var mesh: MeshInstance3D @onready var material = mesh.get_surface_override_material(0) var bounces = 0 var start_time var end_time var despawning = false const EMISSION_MAX : float = 200 const EMISSION_LIFETIME : float = 1.75 #in seconds const VELOCITY_REQUIRED_TO_HIT : float = 10 # Called when the node enters the scene tree for the first time. func _ready() -> void: start_time = Time.get_ticks_msec() end_time = start_time + (EMISSION_LIFETIME * 1000) # Called every frame. 'delta' is the elapsed time since the previous frame. func _process(delta: float) -> void: var current_time = (Time.get_ticks_msec())/end_time material.emission_energy_multiplier = clamp(lerp(EMISSION_MAX,0.0,current_time),0,EMISSION_MAX) if despawning: linear_velocity.y -= .1 * delta func despawn(): collision_shape.disabled = true gravity_scale = 0 despawning = true await get_tree().create_timer(2).timeout queue_free() func _on_timer_timeout() -> void: despawn()