Initial commit
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extends Area3D
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@export var target_scale : Vector3
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@export var duration : float
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@export var damage_amount : float = 6.0
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@export var damage_force : float = 10.0
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@export var explode_on_spawn : bool = true
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var col_shape : Shape3D
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var is_exploding : bool = false
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var explosion_time : float = 0
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@onready var mesh_instance_3d: MeshInstance3D = $MeshInstance3D
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@onready var collision_shape_3d: CollisionShape3D = $CollisionShape3D
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#size starts at 1
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#in 1sec i want it to grow to 5
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#how much does it have to grow each delta?
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#
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#growth_factor = delta/size
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func _ready() -> void:
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# Hiding mesh, getting collision shape reference and setting it to radius zero
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if mesh_instance_3d:
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mesh_instance_3d.hide()
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col_shape = collision_shape_3d.shape as SphereShape3D
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#col_shape.radius = 0.1
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if explode_on_spawn:
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explode.call_deferred()
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func explode() -> void:
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mesh_instance_3d.show()
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is_exploding = true
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var explosion_tween = create_tween()
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var collision_tween = create_tween()
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var initial_scale = mesh_instance_3d.transform.basis.get_scale()
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explosion_tween.tween_method(
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_apply_scale.bind(mesh_instance_3d),
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initial_scale,
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target_scale,
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duration,
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).set_trans(Tween.TRANS_CUBIC).set_ease(Tween.EASE_OUT)
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collision_tween.tween_property(col_shape, "radius", target_scale.x/2, duration).set_trans(Tween.TRANS_CUBIC).set_ease(Tween.EASE_OUT)
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await explosion_tween.finished
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finish()
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func finish():
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self.queue_free()
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func _apply_scale(scale: Vector3, obj: Node3D):
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var transform = obj.transform
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transform.basis = transform.basis.scaled(scale / transform.basis.get_scale())
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obj.transform = transform
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func _on_body_entered(collider: Node3D) -> void:
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var damage_dir = self.global_position.direction_to(collider.global_position)
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if collider is CogitoPlayer:
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#TODO This should be done via signals.
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collider.apply_external_force(damage_dir * damage_force)
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CogitoGlobals.debug_log(true,"Explosion","Damaging player. Applying vector " + str(damage_dir * damage_force) + " to target. Target.main_velocity = " + str(collider.main_velocity) )
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collider.decrease_attribute("health", damage_amount)
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if collider.has_signal("damage_received"):
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if !collider.cogito_properties: # Case where neither projectile nor the object hit have properties defined.
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CogitoGlobals.debug_log(true, "Explosion", "Collider nor projectile have CogitoProperties, damaging as usual.")
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deal_damage(collider,damage_dir)
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return
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if collider.cogito_properties: # Case were only collider has properties.
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CogitoGlobals.debug_log(true, "Explosion", "Collider has CogitoProperties, currently ignoring these and damaging as usual.")
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deal_damage(collider,damage_dir)
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func deal_damage(collider: Node,damage_dir):
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collider.damage_received.emit(damage_amount,damage_dir,Vector3.ZERO)
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