40 lines
1.2 KiB
GDScript
40 lines
1.2 KiB
GDScript
extends Node3D
|
|
|
|
@export var speed: int = 0
|
|
@export var damage: int = 0
|
|
@onready var mesh = $RigidBody3D/MeshInstance3D
|
|
@onready var rigid_body_3d: RigidBody3D = $RigidBody3D
|
|
@onready var ray = $RigidBody3D/RayCast3D
|
|
@onready var particles = $GPUParticles3D
|
|
|
|
# Called when the node enters the scene tree for the first time.
|
|
func _ready() -> void:
|
|
pass # Replace with function body.
|
|
|
|
|
|
# Called every frame. 'delta' is the elapsed time since the previous frame.
|
|
func _process(delta):
|
|
var time_per_frame: float = 1 / Engine.get_frames_per_second()
|
|
var distance: float = time_per_frame * speed * 1.5
|
|
ray.target_position.z = distance
|
|
position += transform.basis * Vector3(0, 0, speed) * delta
|
|
rigid_body_3d.set_use_continuous_collision_detection(true)
|
|
#ray.collision_mask = 1
|
|
#ray.enabled = 1
|
|
if ray.is_colliding():
|
|
var collider = ray.get_collider()
|
|
if collider != null and collider.is_in_group("target"):
|
|
ray.get_collider().take_damage()
|
|
if collider != null and collider.is_in_group("body"):
|
|
ray.get_collider().hit(damage)
|
|
rigid_body_3d.visible = false
|
|
particles.emitting = true
|
|
#if ray.get_collider().is_in_group("body"):
|
|
#print("head")
|
|
await get_tree().create_timer(1.0).timeout
|
|
queue_free()
|
|
|
|
|
|
func _on_timer_timeout():
|
|
queue_free()
|