- extends StaticBody
-
- var maker_node
- var touch_charge = 4
- var being_touched = 0
-
- func init(maker, color):
- maker_node = maker
- for player in get_node("/root/Level/Players").get_children():
- player.connect("body_entered", self, "count_bodies", [player, 1])
- player.connect("body_exited", self, "count_bodies", [player, -1])
- var mat = SpatialMaterial.new()
- color.a = 0.5
- mat.flags_transparent = true
- mat.albedo_color = color
- get_node("MeshInstance").set_surface_material(0, mat)
-
- func place():
- # Originally, the wall is disabled to avoid weird physics
- get_node("CollisionShape").disabled = false
- get_node("MeshInstance").get_surface_material(0).flags_transparent = false
-
- func make_last():
- var mat = get_node("MeshInstance").get_surface_material(0)
- mat.flags_transparent = true
- mat.albedo_color.a = 0.9
-
- func count_bodies(with, player, delta):
- if with == self:
- if player != maker_node:
- being_touched += delta
-
- func _process(delta):
- if being_touched > 0:
- maker_node.switch_charge += touch_charge * delta
-
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