Files
fps_project_1/scripts/rat.gd

52 lines
1.4 KiB
GDScript

extends CharacterBody3D
@export var dead_rat : Resource
@export var SPEED = 7
var end_hole
var control_node
var rng = RandomNumberGenerator.new()
@onready var anim_player = $AnimationPlayer
@onready var nav_agent = $NavigationAgent3D
@onready var ray = $RayCast3D
@onready var ray_2 = $RayCast3D2
@onready var ray_3 = $RayCast3D3
# Called when the node enters the scene tree for the first time.
func _ready():
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _physics_process(delta):
# Navigation
nav_agent.set_target_position(end_hole.global_transform.origin)
var next_nav_point = nav_agent.get_next_path_position()
velocity = (next_nav_point - global_transform.origin).normalized() * SPEED
look_at(end_hole.global_transform.origin, Vector3.UP)
if ray.is_colliding() or ray_2.is_colliding() or ray_3.is_colliding():
velocity.y += 10
move_and_slide()
func breaking(bullet_velocity):
var spawn_broken = dead_rat.instantiate()
spawn_broken.position = global_position
spawn_broken.transform.basis = global_transform.basis
spawn_broken.rotation = rotation
var bits = spawn_broken.get_children()
for bit in bits:
if bit is RigidBody3D:
bit.linear_velocity += bullet_velocity
if bit is GPUParticles3D:
bit.emitting = true
var pieces = spawn_broken.get_children()
get_tree().get_root().add_child(spawn_broken)
queue_free()