extends Node var _path var _enemy_blue var _dissolve_mat var _fx_holder var _fx_enemy_damage var _shapes = {} var serial_enemy = 0 var enemies = {} func _ready(): _fx_holder = get_tree().root.get_child(0).find_node("fx") _path = get_tree().root.get_child(0).find_node("path") _dissolve_mat = load("res://shaders/dissolve_mat.tres") _enemy_blue = load("res://scenes/enemy.tscn") _fx_enemy_damage = load("res://scenes/fx/enemy_damage.tscn") load_shapes() func load_shapes(): _shapes = {} var dir = Directory.new() dir.open("res://models/shapes") dir.list_dir_begin(true) var shape = dir.get_next() while shape != "": if (shape.ends_with(".glb")): var model = load("res://models/shapes/" + shape) var sname = shape.substr(0, shape.length()-4) _shapes[sname] = model shape = dir.get_next() func spawn(): var instance = _enemy_blue.instance() add_child(instance) instance.transform.origin = _path.nodes[0].transform.origin; instance.name = str(serial_enemy) var instance_model = _shapes[_shapes.keys()[randi() % _shapes.size()]].instance() instance.add_child(instance_model) var axis : Vector3 = Quat(Vector3(0, randf()*TAU, 0)) * Vector3.RIGHT enemies[serial_enemy] = { "cur": 0, "hp": 10, "rel": 0, "ops": instance_model.name, "axis": [axis.x, axis.y, axis.z] } serial_enemy += 1 func node_from_id (id): return get_node(str(id)) func _physics_process(delta): var delist = [] for child in get_children(): var id = str(child.name).to_int() var enemy = enemies[id] if enemy.hp <= 0: if enemy.ops == "T": delist.append(id) enemy.rel = 0 continue else: child.get_node(enemy.ops).queue_free() enemy.ops = enemy.ops.substr(1, enemy.ops.length()-1) enemy.hp = 10 var instance_model = _shapes[enemy.ops].instance() child.add_child(instance_model) var speed = 1 enemy.rel += speed * delta while enemy.rel > 1: enemy.rel -= 1 enemy.cur += 1 var destination = enemy.cur+1 if destination >= _path.nodes.size(): delist.append(id) enemy.rel = 0 continue var from = _path.nodes[enemy.cur].transform.origin var to = _path.nodes[destination].transform.origin child.transform.origin = lerp(from, to, enemy.rel) var axis = Vector3(enemy.axis[0], enemy.axis[1], enemy.axis[2]) child.transform.basis = child.transform.basis.rotated(axis, delta) for id in delist: get_node(str(id)).queue_free() enemies.erase(id) func damage(name): var id = int(name) var enemy = enemies[id] enemies[id].hp -= 1 fx_damage(name) func fx_damage(name): var id = int(name) var enemy = enemies[id] var instance = _fx_enemy_damage.instance() _fx_holder.add_child(instance) var node = node_from_id(id) instance.transform = node.transform; instance.refresh_basis() var instance_model = _shapes[enemy["ops"]].instance() instance.add_child(instance_model) instance.refresh_shader(_dissolve_mat)