newlon/scripts/components/particles/FallParticle.cs

34 lines
1.1 KiB
C#

using Godot;
using Newlon.Components.Level;
using Newlon.Components.Zombies;
public partial class FallParticle : RigidBody2D
{
[Export] private RuntimeZombieData data;
[Export] private Timer deathTimer;
[Export] private Vector2 falloffImpulseMin = Vector2.Zero;
[Export] private Vector2 falloffImpulseMax = Vector2.Zero;
[Export] private Vector2 falloffOffsetMin = Vector2.Zero;
[Export] private Vector2 falloffOffsetMax = Vector2.Zero;
[Export] private float Impulse;
public void FallOff()
{
SetDeferred("freeze", false);
foreach (var floor in FallFloor.GetEverythingElse(FallFloor.GetNearest(data.GlobalPosition)))
{
AddCollisionExceptionWith(floor);
}
Callable.From(() =>
{
Reparent(PoolContainer.Instance.Zombies);
ApplyImpulse(RandomVector(falloffImpulseMin, falloffImpulseMax).Normalized() * Impulse, RandomVector(falloffOffsetMin, falloffOffsetMax));
}).CallDeferred();
deathTimer.Start();
}
private Vector2 RandomVector(Vector2 min, Vector2 max)
{
return new Vector2((float)GD.RandRange(min.X,max.X),(float)GD.RandRange(min.Y,max.Y));
}
}