change projectile type to RigidBody3D
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@@ -35,7 +35,7 @@ var _queue_hit_stop: bool
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func _ready() -> void:
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Debugger.add_event("attacked")
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attacked.connect(func() -> void: Debugger.event_emitted("attacked", []))
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area_entered.connect(_on_area_entered)
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body_entered.connect(_on_body_entered)
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position.y = Projectile.HEIGHT
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_set_collision_size(attack_radius)
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@@ -152,7 +152,7 @@ func _hit_stop(time_scale: float, duration: float) -> void:
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Engine.time_scale = 1
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func _on_area_entered(node: Node3D) -> void:
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func _on_body_entered(node: Node3D) -> void:
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if _hit_window_timer <= 0:
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return
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@@ -1,5 +1,5 @@
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class_name Projectile
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extends Area3D
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extends RigidBody3D
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const HEIGHT: float = 1
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const MAX_STRETCH: float = 0.75
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@@ -14,6 +14,7 @@ const MAX_STRETCH: float = 0.75
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@export var _model_base: Node3D
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@export var _model_mesh: MeshInstance3D
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@export var _trail_particles: GPUParticles3D
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@export var _collision_shape: CollisionShape3D
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var _start_position: Vector3
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var _velocity: Vector3
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@@ -38,14 +39,17 @@ func _physics_process(delta: float) -> void:
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queue_free()
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_life_timer -= delta
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global_position += _velocity * delta
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look_at(global_position + _velocity, Vector3.UP, true)
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linear_velocity = _velocity
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if _velocity != Vector3.ZERO:
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look_at(global_position + _velocity, Vector3.UP, true)
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var speed := _velocity.length()
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var speed_squash := clampf(speed / _speed_stretch_factor, 0, MAX_STRETCH)
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_model_base.scale = Vector3(1 - speed_squash, 1 - speed_squash, 1 + speed_squash)
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_trail_particles.amount = int(speed * _velocity_to_trail_rate)
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_trail_particles.emitting = speed > 0
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if speed > 0:
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_trail_particles.amount = int(speed * _velocity_to_trail_rate)
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func init(velocity: Vector3, start_position: Vector3, lifetime: float = 10) -> void:
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@@ -60,10 +64,10 @@ func hit(velocity: Vector3) -> void:
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)
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get_tree().get_root().add_child(hit_particles)
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hit_particles.init(global_position, velocity)
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set_velocity(velocity)
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_set_velocity(velocity)
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func set_velocity(velocity: Vector3) -> void:
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func _set_velocity(velocity: Vector3) -> void:
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_velocity = velocity
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_life_timer = _lifetime
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@@ -74,15 +78,15 @@ func _destroy() -> void:
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)
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get_tree().get_root().add_child(destroy_particles)
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destroy_particles.init(global_position)
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set_deferred("monitorable", false)
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set_deferred("monitoring", false)
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set_deferred("freeze", true)
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_collision_shape.set_deferred("disabled", true)
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_velocity = Vector3.ZERO
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linear_velocity = Vector3.ZERO
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_model_base.visible = false
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await get_tree().create_timer(5).timeout
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await get_tree().create_timer(2).timeout
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queue_free()
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func _on_body_entered(node: Node3D) -> void:
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if node is Player:
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queue_free()
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