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