75 lines
2.2 KiB
GDScript
75 lines
2.2 KiB
GDScript
extends CharacterBody3D
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var number_of_drops = 1
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const MAX_LV = 20
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const MAX_AV = 10
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@export var dead_rat : Resource
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@export var SPEED = 7
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var end_hole
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var control_node
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var rng = RandomNumberGenerator.new()
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@onready var level_control = get_tree().current_scene
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@onready var anim_player = $AnimationPlayer
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@onready var nav_agent = $NavigationAgent3D
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@onready var ray = $RayCast3D
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@onready var ray_2 = $RayCast3D2
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@onready var ray_3 = $RayCast3D3
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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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pass # Replace with function body.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _physics_process(delta):
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# Navigation
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if end_hole != null: #REMOVE WHEN FIXED LEVEL RELOAD
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nav_agent.set_target_position(end_hole.global_transform.origin)
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var next_nav_point = nav_agent.get_next_path_position()
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velocity = (next_nav_point - global_transform.origin).normalized() * SPEED
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look_at(end_hole.global_transform.origin, Vector3.UP)
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move_and_slide()
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func breaking(bullet_velocity):
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#pickup drop
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while number_of_drops > 0:
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var rand_item = level_control.pickup_spawn()
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var lv_x = randf_range(-MAX_LV,MAX_LV)
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var lv_y = randf_range(0,MAX_LV)
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var lv_z = randf_range(-MAX_LV,MAX_LV)
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var av_x = randf_range(-MAX_AV,MAX_AV)
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var av_y = randf_range(-MAX_AV,MAX_AV)
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var av_z = randf_range(-MAX_AV,MAX_AV)
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# Random Item Drop
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rand_item.position = self.global_position
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rand_item.transform.basis = self.global_transform.basis
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rand_item.linear_velocity += self.global_transform.basis * Vector3(lv_x,lv_y,lv_z)
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rand_item.angular_velocity += self.global_transform.basis * Vector3(av_x,av_y,av_z)
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get_tree().get_root().add_child(rand_item)
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number_of_drops -= 1
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#animate dead
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var spawn_broken = dead_rat.instantiate()
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spawn_broken.position = global_position
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spawn_broken.transform.basis = global_transform.basis
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spawn_broken.rotation = rotation
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var bits = spawn_broken.get_children()
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for bit in bits:
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if bit is RigidBody3D:
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bit.linear_velocity += bullet_velocity
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if bit is GPUParticles3D:
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bit.emitting = true
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var pieces = spawn_broken.get_children()
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get_tree().get_root().add_child(spawn_broken)
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queue_free()
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