extends RigidBody3D var death_direction = Vector3(0,0,0) @export var mesh : Array[Node3D] @export var colliders : Array[CollisionShape3D] var alpha = 0.3 # Called when the node enters the scene tree for the first time. func _ready(): pass # Replace with function body. # Called every frame. 'delta' is the elapsed time since the previous frame. func _process(delta): # Killed if death_direction != Vector3.ZERO: # No longer moves! linear_damp = INF for mesh_animation in mesh: # Melts the mesh mesh_animation.scale = mesh_animation.scale.lerp(Vector3(0,0,0), 1 - alpha ** delta) # Absorbs mesh_animation.global_position = mesh_animation.global_position.lerp(mesh_animation.global_position + death_direction, 1 - alpha ** delta) for collider_animation in colliders: collider_animation.disabled = true