65 lines
2.1 KiB
GDScript
65 lines
2.1 KiB
GDScript
extends RigidBody3D
|
|
|
|
@export var explosion : Resource
|
|
@export var blast_radius_area : Node
|
|
@export var radius_shape : Node
|
|
@export var blast_radius_falloff : Resource
|
|
|
|
var blast_power
|
|
var blast_radius
|
|
var bullet_speed
|
|
var player_velocity
|
|
var bullet_damage
|
|
var player_position
|
|
|
|
# Called when the node enters the scene tree for the first time.
|
|
func _ready():
|
|
linear_velocity += transform.basis * Vector3(0, 0, -bullet_speed) + player_velocity
|
|
blast_radius = radius_shape.shape.radius
|
|
|
|
# Called every frame. 'delta' is the elapsed time since the previous frame.
|
|
func _process(delta):
|
|
pass
|
|
|
|
|
|
func _on_body_shape_entered(body_rid, body, body_shape_index, local_shape_index):
|
|
if !body.is_in_group("player"):
|
|
#move objects
|
|
explode()
|
|
|
|
#Spawn gpu particles
|
|
var explosionspawn = explosion.instantiate()
|
|
explosionspawn.position = self.global_position
|
|
explosionspawn.transform.basis = self.global_transform.basis
|
|
get_tree().get_root().add_child(explosionspawn)
|
|
queue_free()
|
|
|
|
func explode():
|
|
#get all collision objects that can be moved
|
|
var bodies_in_blast = blast_radius_area.get_overlapping_bodies()
|
|
#for each object determine vector from center of blast radius
|
|
#apply linear velocity power as the inverse % of distance towards the edge (bonus points if using curve texture)
|
|
#break breakable objects
|
|
for body in bodies_in_blast:
|
|
|
|
#calculate blast power and direction
|
|
var blast_direction = (body.global_position - blast_radius_area.global_position).normalized()
|
|
var blast_amount = 1 - ((body.global_position - blast_radius_area.global_position).length() / blast_radius)
|
|
var blast_velocity = blast_direction * blast_power * blast_amount
|
|
|
|
#apply and/or damage
|
|
if body.is_in_group("scene_rigidbody"):
|
|
if body.is_in_group("breakable"):
|
|
body.breaking(blast_velocity)
|
|
else:
|
|
body.linear_velocity += blast_velocity
|
|
if body.is_in_group("player"):
|
|
body.velocity += clamp(blast_velocity,Vector3(-7,-7,-7),Vector3(7,7,7))
|
|
if body.is_in_group("enemy"):
|
|
body.knocked = true
|
|
body.stunned = true
|
|
print("knocked")
|
|
body.knocked_timer.start()
|
|
body.stunned_timer.start()
|
|
body.velocity += blast_velocity
|