90 lines
2.7 KiB
GDScript
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)
|