extends RoomState const RoomState = preload("./room_state.gd") const walls_mini_material = preload("../walls_mini.tres") const walls_material = preload("../walls.tres") func _on_enter(): room.wall_mesh.visible = true room.ceiling_mesh.visible = true room.wall_mesh.material_override = walls_mini_material room.room_ceiling.get_node("CollisionShape3D").disabled = true room.room_floor.get_node("CollisionShape3D").disabled = true for collision in room.wall_collisions.get_children(): collision.get_child(0).disabled = true for corner in room.wall_corners.get_children(): corner.get_node("CollisionShape3D").disabled = true for edge in room.wall_edges.get_children(): edge.get_node("CollisionShape3D").disabled = true func _on_leave(): room.wall_mesh.visible = false room.ceiling_mesh.visible = false room.wall_mesh.material_override = walls_material room.room_ceiling.get_node("CollisionShape3D").disabled = false room.room_floor.get_node("CollisionShape3D").disabled = false for collision in room.wall_collisions.get_children(): collision.get_child(0).disabled = false for corner in room.wall_corners.get_children(): corner.get_node("CollisionShape3D").disabled = false for edge in room.wall_edges.get_children(): edge.get_node("CollisionShape3D").disabled = false