Files
fps_project_1/assets/casing.gd
2024-11-04 23:04:56 -06:00

43 lines
1.3 KiB
GDScript

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
# 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
if random_rotation == true:
var lv_x = rng.randf_range(5.0,7.0)
var lv_y = rng.randf_range(0.0,3.0)
var lv_z = rng.randf_range(0.0,2.0)
var av_x = rng.randf_range(-50.0,50.0)
var av_y = rng.randf_range(-50.0,50.0)
var av_z = rng.randf_range(-50.0,50.0)
linear_velocity += transform.basis * Vector3(lv_x, lv_y, lv_z)
angular_velocity += transform.basis * Vector3(av_x,av_y,av_z)
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()
func _on_timer_timeout():
collision_shape.disabled = true
await get_tree().create_timer(1).timeout
queue_free()
func _on_body_shape_entered(body_rid, body, body_shape_index, local_shape_index):
audio_drop.play()