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							|  |  |  | extends CharacterBody3D | 
					
						
							|  |  |  | class_name Fragment | 
					
						
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							|  |  |  | @export var sub: PackedScene | 
					
						
							|  |  |  | @export var gravity_scale: float = 1.0 | 
					
						
							|  |  |  | @export var velocity_min: Vector2 = Vector2.ONE | 
					
						
							|  |  |  | @export var velocity_max: Vector2 = Vector2.ONE | 
					
						
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							|  |  |  | @onready var sprite3D: Sprite3D = %Sprite3D as Sprite3D | 
					
						
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							|  |  |  | var gravity           = ProjectSettings.get_setting("physics/3d/default_gravity") | 
					
						
							|  |  |  | var frame_rate: float = 0.1 | 
					
						
							|  |  |  | var frame_time: float = 0 | 
					
						
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							|  |  |  | func _ready(): | 
					
						
							|  |  |  |     var dir: Vector2 = Util.angle_dir(randf_range(0, 360)) * randf_range(velocity_min.x, velocity_max.x) | 
					
						
							|  |  |  |     velocity.x = dir.x | 
					
						
							|  |  |  |     velocity.z = dir.y | 
					
						
							|  |  |  |     velocity.y = randf_range(velocity_min.y, velocity_max.y) | 
					
						
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							|  |  |  | func _process(delta: float) -> void: | 
					
						
							|  |  |  |     velocity.y -= gravity * gravity_scale * delta | 
					
						
							|  |  |  |     var frame_count: int      = sprite3D.hframes * sprite3D.vframes | 
					
						
							|  |  |  |     var frame_time_all: float = frame_rate * frame_count | 
					
						
							|  |  |  |     frame_time += delta | 
					
						
							|  |  |  |     sprite3D.frame = int(frame_time / frame_rate) % frame_count | 
					
						
							|  |  |  |     frame_time = fmod(frame_time, frame_time_all) | 
					
						
							|  |  |  |     move_and_slide() | 
					
						
							|  |  |  |     var collision_count: int = get_slide_collision_count() | 
					
						
							|  |  |  |     if collision_count > 0: | 
					
						
							|  |  |  |         if sub: | 
					
						
							|  |  |  |             var normal: Vector3 = Vector3.ZERO | 
					
						
							|  |  |  |             for i in collision_count: | 
					
						
							|  |  |  |                 var collision: KinematicCollision3D = get_slide_collision(i) | 
					
						
							|  |  |  |                 normal += collision.get_normal() | 
					
						
							|  |  |  |             normal = normal.normalized() | 
					
						
							|  |  |  |             Global.effect_mgr.cast_particle(sub, global_position, normal) | 
					
						
							|  |  |  |         queue_free() |