extends Node3D @onready var anim_player : AnimationPlayer = $AnimationPlayer func _ready() -> void: anim_player.play("default") func _on_timer_timeout() -> void: print("Done") queue_free() func proximal_shake(distance : float) -> void: print(Input.get_connected_joypads()) if !Game.player: return var d = global_position.distance_squared_to(Game.player.global_position) var d_sq = distance * distance if d <= d_sq: var str : float = (d_sq - d) / d_sq var l_val : float = lerp(0.0, 1.0, str) Input.start_joy_vibration(0, l_val,l_val,lerp(0.5, 1.0, str)) Game.player.camera.add_trauma(l_val)