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- extends StaticBody
-
- var maker_node
- var touch_charge = 1
-
- func init(maker, color):
- maker_node = maker
- 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 _process(delta):
- pass
- # var cols = get_colliding_bodies()
- # for col in cols:
- # if col != maker_node: # Don't count ourself. This encourages teamwork and discourages wall-touching-for-charge abuse
- # maker_node.switch_charge += touch_charge * delta
-
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