43 lines
1.3 KiB
GDScript
43 lines
1.3 KiB
GDScript
extends RigidBody3D
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@onready var collision_shape = $CollisionShape3D
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@onready var audio_drop = $DropSound
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@onready var level_control = get_tree().get_current_scene()
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var rng = RandomNumberGenerator.new()
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var random_rotation = true
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var particle_number
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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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#enter the scene and assign particle number
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level_control.particle_number += 1
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particle_number = level_control.particle_number
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if random_rotation == true:
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var lv_x = rng.randf_range(5.0,7.0)
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var lv_y = rng.randf_range(0.0,3.0)
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var lv_z = rng.randf_range(0.0,2.0)
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var av_x = rng.randf_range(-50.0,50.0)
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var av_y = rng.randf_range(-50.0,50.0)
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var av_z = rng.randf_range(-50.0,50.0)
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linear_velocity += transform.basis * Vector3(lv_x, lv_y, lv_z)
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angular_velocity += transform.basis * Vector3(av_x,av_y,av_z)
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func _process(delta):
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#once max particles reached delete from scene
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if level_control != null: #replace this check when level reload works properly
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if level_control.particle_number >= (particle_number + level_control.MAX_PARTICLES):
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_on_timer_timeout()
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func _on_timer_timeout():
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collision_shape.disabled = true
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await get_tree().create_timer(1).timeout
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queue_free()
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func _on_body_shape_entered(body_rid, body, body_shape_index, local_shape_index):
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audio_drop.play()
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