road-rage-tank/buildings/building_behavior.gd

47 lines
1.2 KiB
GDScript

extends Node
@export var shatter_scenes: Array[PackedScene]
@export var building_meshes: Array[PackedScene]
@export var building_scales: PackedVector3Array
var shatter_scene: PackedScene
func _ready() -> void:
var idx := randi_range(0, building_meshes.size() - 1)
# for child in %Shaker.get_children():
# child.visible = child.get_index() == idx
var building_mesh: Node3D = building_meshes[idx].instantiate()
building_mesh.scale = building_scales[idx]
%Shaker.add_child(building_mesh)
shatter_scene = shatter_scenes[idx]
func _on_building_destroyed_from(global_pos: Vector3) -> void:
var shatter = shatter_scene.instantiate()
shatter.show()
%Shatters.add_child(shatter)
var meshes: Array[MeshInstance3D]
var rbs := shatter.get_child(1).get_children()
for rb: RigidBody3D in rbs:
if randf() > .35:
rb.queue_free()
else:
var dir := global_pos.direction_to(rb.global_position)
rb.apply_impulse(dir * 10)
rb.collision_layer = 0
meshes.push_back(rb.get_child(1))
var t := shatter.create_tween()
var first := true
t.tween_interval(2)
for mesh in meshes:
var t2 = t
if not first: t2 = t.parallel()
t2.tween_property(mesh, "transparency", 1., 0.5)
first = false
t.finished.connect(shatter.queue_free)