add new scene, bees, beehive picking, suit picking wip
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55
scripts/bee_swarm.gd
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55
scripts/bee_swarm.gd
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@tool
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class_name BeeSwarm
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extends Node3D
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@export var bees_count: int = 10:
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set(count):
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bees_count = count
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if Engine.is_editor_hint():
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_spawn_bees()
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@export var spawn_radius: float = 5.0:
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set(radius):
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spawn_radius = radius
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if Engine.is_editor_hint():
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_update_collision()
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_spawn_bees()
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const BEE_INSTANCE = preload("res://scenes/bee.tscn")
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@onready var collision_shape: CollisionShape3D = $CollisionShape3D
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func _ready() -> void:
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_update_collision()
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_spawn_bees()
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func _update_collision() -> void:
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var shape: SphereShape3D = SphereShape3D.new()
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shape.radius = spawn_radius
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collision_shape.shape = shape
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func _spawn_bees() -> void:
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_destroy_bees()
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for i in range(bees_count):
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var bee: Bee = BEE_INSTANCE.instantiate()
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bee.position = get_random_point()
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if not Engine.is_editor_hint():
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bee.swarm = self
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#bee.rotate_x(randf_range(deg_to_rad(-180), deg_to_rad(180)))
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bee.rotate_y(randf_range(deg_to_rad(-180), deg_to_rad(180)))
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bee.rotate_z(randf_range(deg_to_rad(-15), deg_to_rad(15)))
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add_child(bee)
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func get_random_point() -> Vector3:
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var theta: float = randf_range(deg_to_rad(-180.0), deg_to_rad(180.0))
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var phi: float = randf_range(deg_to_rad(-180.0), deg_to_rad(180.0))
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var radius: float = randf_range(0.01, spawn_radius)
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var x = radius * sin(phi) * cos(theta)
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var y = radius * sin(phi) * sin(theta)
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var z = radius * cos(phi)
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return Vector3(x, y, z)
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func _destroy_bees() -> void:
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for child in get_children():
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if child is Bee:
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child.free()
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