2024-07-02 23:36:38 +03:00

42 lines
1.0 KiB
Lua

local tsf = entity.transform
local body = entity.rigidbody
local rig = entity.modeltree
inair = true
ready = false
local item = ARGS.item
local rotation = mat4.rotate({0, 1, 0}, math.random() * 360)
mat4.rotate(rotation, {1, 0, 0}, math.random() * 360, rotation)
mat4.rotate(rotation, {0, 0, 1}, math.random() * 360, rotation)
rig:set_matrix(0, rotation)
function on_grounded(force)
rig:set_matrix(0, mat4.rotate({0, 1, 0}, math.random()*360))
inair = false
ready = true
end
function on_fall()
inair = true
end
function on_trigger_enter(index, oid)
if ready and oid == 0 then
entity:despawn()
inventory.add(player.get_inventory(oid), item.id, item.count)
audio.play_sound_2d("events/pickup", 0.5, 0.8+math.random()*0.4, "regular")
end
end
function on_update()
if inair then
local dt = time.delta();
local matrix = rig:get_matrix(0)
mat4.rotate(matrix, {0, 1, 0}, 240*dt, matrix)
mat4.rotate(matrix, {0, 0, 1}, 240*dt, matrix)
rig:set_matrix(0, matrix)
end
end