Emit particles when reaching goal
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a12a8e6193
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@ -5,8 +5,10 @@ func _ready():
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func collided(body):
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func collided(body):
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if body.has_method("reach_goal"):
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if body.has_method("reach_goal"):
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get_node("ShineRays").hide()
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get_node("Particles").emitting = true
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body.reach_goal()
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body.reach_goal()
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# Should be done in vertex shader
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# Should be done in vertex shader
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#func _process(delta):
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#func _process(delta):
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# var camera_pos = get_viewport().get_camera().global_transform.origin
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# var camera_pos = get_viewport().get_camera().global_transform.origin
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@ -1,4 +1,4 @@
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[gd_scene load_steps=8 format=2]
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[gd_scene load_steps=10 format=2]
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[ext_resource path="res://models/flag.glb" type="PackedScene" id=1]
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[ext_resource path="res://models/flag.glb" type="PackedScene" id=1]
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[ext_resource path="res://scenes/Goal.gd" type="Script" id=2]
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[ext_resource path="res://scenes/Goal.gd" type="Script" id=2]
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@ -69,6 +69,51 @@ gradient = SubResource( 4 )
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width = 2
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width = 2
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_sections_unfolded = [ "Resource" ]
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_sections_unfolded = [ "Resource" ]
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[sub_resource type="ParticlesMaterial" id=9]
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render_priority = 0
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trail_divisor = 1
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emission_shape = 0
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flag_align_y = false
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flag_rotate_y = false
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flag_disable_z = false
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spread = 45.0
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flatness = 0.0
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gravity = Vector3( 0, -9.8, 0 )
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initial_velocity = 5.0
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initial_velocity_random = 0.0
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angular_velocity = 3.39
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angular_velocity_random = 0.0
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linear_accel = 0.0
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linear_accel_random = 0.0
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radial_accel = 0.0
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radial_accel_random = 0.0
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tangential_accel = 0.0
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tangential_accel_random = 0.0
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damping = 0.0
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damping_random = 0.0
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angle = 0.0
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angle_random = 0.0
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scale = 1.0
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scale_random = 0.0
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color = Color( 1, 1, 1, 1 )
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hue_variation = 0.0
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hue_variation_random = 0.0
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anim_speed = 0.0
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anim_speed_random = 0.0
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anim_offset = 0.0
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anim_offset_random = 0.0
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anim_loop = false
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_sections_unfolded = [ "Angle", "Gravity", "Initial Velocity", "Resource", "Scale" ]
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[sub_resource type="CubeMesh" id=8]
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custom_aabb = AABB( 0, 0, 0, 0, 0, 0 )
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size = Vector3( 0.5, 0.5, 0.5 )
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subdivide_width = 0
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subdivide_height = 0
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subdivide_depth = 0
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[node name="Scene Root" index="0" instance=ExtResource( 1 )]
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[node name="Scene Root" index="0" instance=ExtResource( 1 )]
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script = ExtResource( 2 )
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script = ExtResource( 2 )
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@ -125,7 +170,7 @@ transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2.2251, 0 )
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shape = SubResource( 1 )
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shape = SubResource( 1 )
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disabled = false
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disabled = false
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[node name="Sprite3D" type="Sprite3D" parent="." index="4"]
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[node name="ShineRays" type="Sprite3D" parent="." index="4"]
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transform = Transform( 250, 0, 0, 0, 500, 0, 0, 0, 1, 0, 0, 0 )
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transform = Transform( 250, 0, 0, 0, 500, 0, 0, 0, 1, 0, 0, 0 )
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layers = 1
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layers = 1
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@ -160,4 +205,34 @@ __meta__ = {
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"_edit_lock_": true
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"_edit_lock_": true
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}
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}
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[node name="Particles" type="Particles" parent="." index="5"]
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transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 4.26872, 0 )
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layers = 1
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material_override = null
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cast_shadow = 1
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extra_cull_margin = 0.0
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use_in_baked_light = false
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lod_min_distance = 0.0
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lod_min_hysteresis = 0.0
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lod_max_distance = 0.0
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lod_max_hysteresis = 0.0
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emitting = false
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amount = 8
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lifetime = 1.0
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one_shot = false
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preprocess = 0.0
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speed_scale = 1.0
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explosiveness = 0.5
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randomness = 0.0
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fixed_fps = 0
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fract_delta = true
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visibility_aabb = AABB( -4, -4, -4.30868, 8, 8, 8.61736 )
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local_coords = true
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draw_order = 0
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process_material = SubResource( 9 )
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draw_passes = 1
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draw_pass_1 = SubResource( 8 )
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_sections_unfolded = [ "Draw Passes", "Drawing", "Pause", "Process Material", "Time" ]
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