extends RigidBody3D @onready var collision_shape = $CollisionShape3D @onready var audio_drop = $DropSound @onready var level_control = get_tree().get_current_scene() var rng = RandomNumberGenerator.new() var random_rotation = true var particle_number var player_velocity var despawning = false # Called when the node enters the scene tree for the first time. func _ready(): #enter the scene and assign particle number level_control.particle_number += 1 particle_number = level_control.particle_number func _process(delta): #once max particles reached delete from scene if level_control != null: #replace this check when level reload works properly if level_control.particle_number >= (particle_number + level_control.MAX_PARTICLES): _on_timer_timeout() if despawning: linear_velocity.y -= .1 * delta func _on_timer_timeout(): collision_shape.disabled = true gravity_scale = 0 despawning = true await get_tree().create_timer(2).timeout queue_free() func _on_body_shape_entered(body_rid, body, body_shape_index, local_shape_index): if body.get_collision_layer() == 1: audio_drop.play()