extends CSGCylinder3D @onready var construct: Node3D = get_tree().get_first_node_in_group("Constructs") @onready var player_ray: RayCast3D = get_tree().get_first_node_in_group("player_ray") @onready var debris_generator: Node3D = get_tree().get_first_node_in_group("generator") @onready var audio_clock: AudioStreamPlayer3D = $"../AudioClock" @onready var park_clock: Node3D = $".." var stability: int = 1 var loop: int = 2 var dims = PI * pow(radius,2) * height func _ready() -> void: pass func _physics_process(_delta: float) -> void: if stability == 0 and is_instance_valid(self): debris_generator.generate_debris(self.global_position, dims, self.material, "ons_shot") park_clock.death_clock() self.queue_free()