extends RigidBody3D class_name PackageItem signal touched() signal collide(time: float) @onready var held: bool = false @onready var last_position: Array[Vector3] = [] @onready var last_collision_count: int = 0 @export var explosion: PackedScene = preload("res://props/explosion/nuke_blast.tscn") @export var has_prop_physics: bool = true @onready var random_explosion_delay: float = -1.0 const RANDOM_EXPLOSION_CHANCE: float = 1.0 / 50.0 func _init() -> void: freeze_mode = RigidBody3D.FREEZE_MODE_STATIC func _ready() -> void: set_collision_layer_value(5,has_prop_physics) func _physics_process(delta): if random_explosion_delay > 0: random_explosion_delay -= delta if random_explosion_delay <= 0: detonate() return if held: global_transform.origin = CameraRumble.get_mouse_pos() last_position.push_front(global_position) last_position.resize(min(last_position.size(), 10)) linear_velocity = Vector3.ZERO if not Input.is_mouse_button_pressed(MOUSE_BUTTON_LEFT): drop() var collis_count: int = get_colliding_bodies().size() if collis_count > last_collision_count: emit_signal("collide", 0) last_collision_count = collis_count func _input_event(camera: Camera3D, event: InputEvent, position: Vector3, normal: Vector3, shape_idx: int) -> void: if event is InputEventMouseButton: if event.button_index == MOUSE_BUTTON_LEFT and event.pressed: pickup() func pickup(): if held: return if randf() < RANDOM_EXPLOSION_CHANCE: random_explosion_delay = randf_range(0.05,5.0) #freeze = true CameraRumble.emit_signal("grab") CameraRumble.holding = true held = true emit_signal("touched") func drop(): if held: #freeze = false linear_velocity = (last_position[0] - last_position[1]) / get_physics_process_delta_time() held = false CameraRumble.holding = false func detonate(): var blast: Explosion = explosion.instantiate() get_parent().add_child(blast) blast.global_transform = global_transform queue_free()