2024-01-28 13:44:54 -05:00
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extends RigidBody3D
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class_name PackageItem
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signal touched()
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signal collide(time: float)
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@onready var held: bool = false
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@onready var last_position: Array[Vector3] = []
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@onready var last_collision_count: int = 0
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2024-04-03 19:24:04 -04:00
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@export var explosion: PackedScene = preload("res://props/explosion/nuke_blast.tscn")
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@onready var random_explosion_delay: float = -1.0
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const RANDOM_EXPLOSION_CHANCE: float = 1.0 / 50.0
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2024-01-28 13:44:54 -05:00
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func _init() -> void:
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freeze_mode = RigidBody3D.FREEZE_MODE_STATIC
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func _ready() -> void:
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pass
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func _physics_process(delta):
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2024-04-03 19:24:04 -04:00
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if random_explosion_delay > 0:
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random_explosion_delay -= delta
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if random_explosion_delay <= 0:
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detonate()
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return
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2024-01-28 13:44:54 -05:00
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if held:
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global_transform.origin = CameraRumble.get_mouse_pos()
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last_position.push_front(global_position)
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last_position.resize(min(last_position.size(), 10))
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linear_velocity = Vector3.ZERO
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if not Input.is_mouse_button_pressed(MOUSE_BUTTON_LEFT):
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drop()
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var collis_count: int = get_colliding_bodies().size()
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if collis_count > last_collision_count:
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emit_signal("collide", 0)
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last_collision_count = collis_count
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func _input_event(camera: Camera3D, event: InputEvent, position: Vector3, normal: Vector3, shape_idx: int) -> void:
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if event is InputEventMouseButton:
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if event.button_index == MOUSE_BUTTON_LEFT and event.pressed:
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pickup()
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func pickup():
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if held: return
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2024-04-03 19:24:04 -04:00
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if randf() < RANDOM_EXPLOSION_CHANCE:
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random_explosion_delay = randf_range(0.05,5.0)
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2024-01-28 13:44:54 -05:00
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#freeze = true
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CameraRumble.emit_signal("grab")
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CameraRumble.holding = true
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held = true
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emit_signal("touched")
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func drop():
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if held:
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#freeze = false
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linear_velocity = (last_position[0] - last_position[1]) / get_physics_process_delta_time()
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held = false
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CameraRumble.holding = false
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func detonate():
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var blast: Explosion = explosion.instantiate()
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get_parent().add_child(blast)
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blast.global_transform = global_transform
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queue_free()
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