Files
fps_project_1/scripts/vent_1.gd
2024-12-12 15:08:44 -06:00

57 lines
1.6 KiB
GDScript

extends Node3D
@export var broken_object : Resource
@export var break_velocity : float = 10
var can_break : bool = true
var break_on_land : bool = false
var held_currently : bool = false
@onready var collision_shape_3d: CollisionShape3D = $CollisionShape3D
@onready var breaking_sound: AudioStreamPlayer3D = $BreakingSound
# Called when the node enters the scene tree for the first time.
func _ready():
pass
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
pass
func breaking(current_velocity):
breaking_sound.play()
var spawn_broken = broken_object.instantiate()
spawn_broken.position = global_position
spawn_broken.transform.basis = global_transform.basis
spawn_broken.rotation = rotation
var pieces = spawn_broken.get_children()
for piece in pieces:
if piece is RigidBody3D:
piece.linear_velocity += current_velocity
get_tree().get_root().add_child(spawn_broken)
visible = false
await get_tree().create_timer(.5).timeout
queue_free()
func _on_area_3d_body_entered(body: Node3D) -> void:
if can_break:
if body.is_in_group("player") and body.crouched and body.velocity.length() > 5:
if HelperFuncs.angle_velocity_aligned(self,Vector3(0,0,1),body,Vector3(.2,1,.2)):
collision_shape_3d.disabled = true
can_break = false
breaking(body.velocity)
func save():
var save_dict = {
"filename" : get_scene_file_path(),
"parent" : get_parent().get_path(),
"pos_x" : position.x,
"pos_y" : position.y,
"pos_z" : position.z,
"rot_x" : rotation.x,
"rot_y" : rotation.y,
"rot_z" : rotation.z,
}
return save_dict