Files
VRyHungry1/Prefabs/despawning_item.gd
T
2026-07-29 14:45:09 +02:00

54 lines
1.7 KiB
GDScript

extends Node
class_name DespawningItem
@export var time_to_despawn: float = 8
# The minimum speed required to reset despawn timer.
@export var minimum_speed_square: float = 0.1
@onready var _pickable: XRToolsPickable = get_parent() as XRToolsPickable
@onready var _rigid: RigidBody3D = get_parent() as RigidBody3D
var _time_left: float = time_to_despawn
func _ready() -> void:
if not _pickable:
push_error("DespawningItem must be a grand child of an XRToolsPickable.")
return
if not _rigid:
push_error("DespawningItem must be a grand child of an RigidBody3D.")
return
func _process(delta: float) -> void:
# Despawning is a world decision, so only the owner of world logic runs the
# clock. Every peer used to run its own copy: the countdown drifted between
# them and the blink below toggled `visible` locally, so the same item was
# shown on one peer and hidden on the other. Non-owners just follow the
# server, which removes the item for everyone when its time is up.
# if not NetworkManager.owns_world():
# return
# if we're held or moving, reset timer and return
if _pickable.get_picked_up_by() or _rigid.linear_velocity.length_squared() > pow(minimum_speed_square,2):
_time_left = time_to_despawn
get_parent().visible(true)
return
# Count down to zero and despawn
_time_left -= delta
if _time_left <= 0:
print("DespawningItem despawning!" , get_parent())
get_parent().queue_free()
# Stop counting: despawn_item() only queues the free, so without this we
# keep re-reporting the same item every frame until it actually goes.
set_process(false)
return
# Make item blink in and out before despawning
if _time_left < time_to_despawn / 2:
get_parent().visible(int(_time_left * 5.0) % 2 == 0)