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 _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