class_name Trap extends Area3D enum Type{ BOMB, MINE, GAS, FORCE_PANEL, SWITCH, PITFALL } const trap_icons : Dictionary = { Trap.Type.BOMB : preload("res://visuals/images/icons/t-bomb.png"), Trap.Type.GAS : preload("res://visuals/images/icons/t-gas.png"), Trap.Type.PITFALL : preload("res://visuals/images/icons/t-pitfall.png"), Trap.Type.FORCE_PANEL : preload("res://visuals/images/icons/t-force_panel.png"), Trap.Type.SWITCH : preload("res://visuals/images/icons/t-switch.png"), Trap.Type.MINE : preload("res://visuals/images/icons/t-mine.png"), } @onready var model : MeshInstance3D = %Model @onready var icon : Sprite3D = %Icon @onready var material : StandardMaterial3D = model.get_surface_override_material(0) @onready var reveal_timer : Timer = %RevealTimer var type : Type var square : Vector3i var trap_owner : int signal disarmed(type : Trap.Type) func setup(type : Type, trap_owner : int) -> void: self.type = type self.trap_owner = trap_owner func disarm() -> void: disarmed.emit(type) queue_free() func reveal() -> void: model.visible = true reveal_timer.start(5) func _on_reveal_timeout() -> void: if Game.level.is_square_detected(square): reveal_timer.start(5) else: model.visible = false func _ready() -> void: var owns_trap = trap_owner == Multiplayer.id icon.texture = trap_icons[type] model.visible = owns_trap icon.visible = owns_trap material.albedo_color = Color.YELLOW if owns_trap else Color.RED