using Godot; public partial class BossOrbs : RigidBody3D { [Signal] public delegate void OnBossOrbExplodedEventHandler(); [Export] private float _rotationSpeed = Mathf.Pi; [Export] private HealthPoints _hp; public override void _Process(double delta) { GetParentNode3D().Rotate(Vector3.Up, _rotationSpeed * (float)delta); } public void OnOrbHit(Node3D node) { _hp.TakeDamage(50000); GD.Print(_hp.CurrentHP); if (_hp.CurrentHP <= 0) { EmitSignal(SignalName.OnBossOrbExploded); QueueFree(); } } public void DestroySelf() { QueueFree(); } }