Files
VoxelEngine/res/content/base/scripts/components/drop.lua
T

76 lines
2.1 KiB
Lua

local tsf = entity.transform
local body = entity.rigidbody
local rig = entity.modeltree
inair = true
ready = false
local dropitem = ARGS.item
local scale = {1, 1, 1}
local rotation = mat4.rotate({
math.random(), math.random(), math.random()
}, 360)
do -- setup visuals
local matrix = mat4.idt()
local icon = item.icon(dropitem.id)
if icon:find("^block%-previews%:") then
local bid = block.index(icon:sub(16))
local model = block.get_model(bid)
if model == "X" then
entity:set_rig("drop-item")
body:set_size(vec3.mul(body:get_size(), {1.0, 0.3, 1.0}))
rig:set_texture("$0", icon)
else
if model == "aabb" then
scale = block.get_hitbox(bid, 0)[2]
end
local textures = block.get_textures(bid)
for i,t in ipairs(textures) do
rig:set_texture("$"..tostring(i-1), "blocks:"..textures[i])
end
end
else
entity:set_rig("drop-item")
body:set_size(vec3.mul(body:get_size(), {1.0, 0.3, 1.0}))
rig:set_texture("$0", icon)
end
mat4.mul(matrix, rotation, matrix)
mat4.scale(matrix, scale, matrix)
rig:set_matrix(0, matrix)
end
function on_grounded(force)
local matrix = mat4.rotate({0, 1, 0}, math.random()*360)
mat4.scale(matrix, scale, matrix)
rig:set_matrix(0, matrix)
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), dropitem.id, dropitem.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();
mat4.rotate(rotation, {0, 1, 0}, 240*dt, rotation)
mat4.rotate(rotation, {0, 0, 1}, 240*dt, rotation)
local matrix = mat4.idt()
mat4.mul(matrix, rotation, matrix)
mat4.scale(matrix, scale, matrix)
rig:set_matrix(0, matrix)
end
end