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Brachistochrone/addons/Assets/VFX/Explosion_01/explosion.gd
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scorpion21211-cmd 965f0d7584 Initial commit
2026-10-03 23:29:41 -04:00

90 lines
2.7 KiB
GDScript

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)