building destruction particles
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127 changed files with 27285 additions and 240 deletions
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@ -1,6 +1,41 @@
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extends Node
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@export var shatter_scenes: Array[PackedScene]
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var shatter_scene: PackedScene
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func _ready() -> void:
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var idx := randi_range(0, %Shaker.get_child_count() - 1)
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for child in %Shaker.get_children():
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child.visible = child.get_index() == idx
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shatter_scene = shatter_scenes[idx]
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func _on_building_destroyed_from(global_pos: Vector3) -> void:
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var shatter = shatter_scene.instantiate()
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shatter.show()
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%Shatters.add_child(shatter)
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var meshes: Array[MeshInstance3D]
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var rbs := shatter.get_child(1).get_children()
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for rb: RigidBody3D in rbs:
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if randf() > .35:
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rb.queue_free()
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else:
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var dir := global_pos.direction_to(rb.global_position)
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rb.apply_impulse(dir * 10)
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rb.collision_layer = 0
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meshes.push_back(rb.get_child(1))
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var t := shatter.create_tween()
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var first := true
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t.tween_interval(2.)
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for mesh in meshes:
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print("mesh = ", mesh)
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var t2 = t
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if not first: t2 = t.parallel()
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t2.tween_property(mesh, "transparency", 1., 0.5)
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first = false
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t.finished.connect(shatter.queue_free)
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