road-rage-tank/buildings/building.gd

36 lines
922 B
GDScript

class_name Building
extends CollisionObject3D
@export var health := 10.
@export var shake_noise: FastNoiseLite
var shake_duration := 0.
@onready var initial_shaker_pos: Vector3 = %Shaker.position
func _ready() -> void:
scale.y = randf_range(.5, 1.25)
func _process(delta: float) -> void:
if shake_duration <= 0:
%Shaker.position = initial_shaker_pos
else:
var x := shake_noise.get_noise_1d(shake_duration * 10000)
var y := shake_noise.get_noise_1d(-shake_duration * 10000)
%Shaker.position = initial_shaker_pos + (Vector3(x, 0, y) * 0.75)
shake_duration = move_toward(shake_duration, 0., delta)
func hit(_proj: PlayerProjectile, damage: float) -> bool:
health -= damage
if health <= 0.:
SignalBus.building_destroyed.emit(self)
collision_layer = 1 # World collision only
%Shaker.hide()
%DestroyedMesh.show()
%GPUParticles3D.preprocess = randf()
else:
shake_duration += 0.5
return true