Destroying Sensor

The **Destroying-Sensor Nodon** is an Object Nodon that outputs the number of objects currently being broken by the object it is connected to. It may not be called if the object-cost limit is full.

When unpausing from a long pause in Free Programming, it may say "Come on! More! More! Break more objects!". In the Nodopedia, its quote is "You do the object breaking, and I'll do the watching."

## Calling

This Nodon can be called through the following tree.

* Objects
	+ Sensors
		- **Destroying Sensor**

## Technical

### Outputs

* **Broken count** - Outputs how many objects are currently being destroyed directly by the object it is connected to. If this Nodon is not connected to another object, this port will always output 0.00. This ignores when other objects in the same connection group are destroying objects.
	+ As neither the Head nor Hand Nodon can directly destroy objects themselves, this port will always output 0.00 when connected to them.

### Connections

* **Lower connection port** - Allows the sensor to physically link itself directly to a single object. The sensor can detect when the connecting object specifically destroys others.
	+ This port can link to the upper connection ports of the following Nodon: Person, Car, UFO, Object, Fancy Object, Moving Object, Rotating Object, Text Object, Number Object, Head, Hand.

### Settings

* **Sensor Shape** - Determines what shape the object takes on the game world.
* **Properties** - Determines various properties of the object.
	+ **Visible** - Can be changed, enabled by default.
	+ **Solid** - Always disabled.
	+ **Movable** - Always disabled.
	+ **Destructible** - Always fully disabled.
	+ **Destructive** - Always fully disabled.
	+ Other
		- **Play Sound When Hit/Destroyed?** - Always set to "Don't Play".
		- **Can Be Grabbed by Hand Nodon?** - Can be changed, set to "Can be grabbed" by default.
* **Connection Point** - Defines where the object connects with other objects.
	+ Defaults to "Center ▸ Center"
* **Size** - Determines the object's size. This also determines the Nodon's size on the program screen, and can also be adjusted directly from that screen.
	+ If the Sensor Shape is set to "Cylinder", the X and Z axes are locked in a fixed 1:1 ratio but the Y parameter can be freely set.
	+ If the Sensor Shape is set to "Sphere", all three axes are locked in a fixed 1:1:1 ratio.
	+ When switching to an Sensor Shape with a fixed ratio, the values of the axes are not updated until they are edited (in which case the ratio will be set based on the one selected). If the parameters are left alone, the shortest of the fixed ratio axes will determine the size of the object.
		- The object's size on the program screen is not immediately adjusted either, but once resized, the shortest of the visible locked-ratio axes in the current view will determine the new size for them.
* **Position** - Determines the object's initial position when unconnected. This also determines where the Nodon is positioned on the program screen, and can also be adjusted directly from that screen.
* **Rotation** - Determines the object's initial rotation around all three axes when unconnected. Each can be anywhere from -180.00° to 180.00°. This also determines the Nodon's rotation on the program screen, and can also be adjusted directly from that screen.