Godot-SpaceShooter/Scripts/Asteroid.cs

38 lines
1.1 KiB
C#

using Godot;
[GlobalClass]
public partial class Asteroid : Node3D {
[Export] private RigidBody3D rigidBody3D;
private float speed;
private float rotSpeed = 100f;
private float size;
private Vector3 rotation;
public override void _Ready() {
size = GD.Randf();
rigidBody3D.Mass = size;
speed = GD.Randf() * 5f;
Scale = new(size, size,size);
rotation = new((float)GD.RandRange(-rotSpeed, rotSpeed), (float)GD.RandRange(-rotSpeed, rotSpeed), (float)GD.RandRange(-rotSpeed, rotSpeed));
Position = new((float)GD.RandRange(-3.7, 3.7), 0, -6.4f);
}
public override void _Process(double delta) {
// Position += new Vector3(0, 0, speed * (float)delta);
RotationDegrees += rotation * (float)delta;
}
public override void _PhysicsProcess(double delta) {
KinematicCollision3D collision = rigidBody3D.MoveAndCollide(new Vector3(0, 0, speed * (float)delta));
if (collision?.GetCollider() is Node3D collider) GD.Print($"{Name} collides with {collider.GetParentNode3D().Name}");
if (Position.Z > 7) {
GD.Print($"Asteroid {Name} below screen!");
QueueFree();
}
}
}