extends Spatial var e1_hotlist = [] var e2_hotlist = [] var teleport = [] export var door: NodePath func _ready(): var e = $e1.connect("body_entered", self, "e1_enter") assert(e == OK) e = $e1.connect("body_exited", self, "e1_exit") assert(e == OK) e = $e2.connect("body_entered", self, "e2_enter") assert(e == OK) e = $e2.connect("body_exited", self, "e2_exit") assert(e == OK) func e1_enter(body): if !body.is_in_group("characters"): return if body in e1_hotlist: return var pv1 = body.global_transform.basis[2] var pv2 = -($e2.global_transform.origin - $e1.global_transform.origin).normalized() if (pv1 - pv2).length() > 0.8: return if door: var door_obj = get_node(door) if door_obj.rotation.y <= 0.0: door_obj.rotation.y = PI / 2.0 e2_hotlist.push_back(body) teleport.push_back([body, $e2.global_transform.origin]) func e1_exit(body): if body in e1_hotlist: e1_hotlist.erase(body) func e2_enter(body): if !body.is_in_group("characters"): return if body in e2_hotlist: return var pv1 = body.global_transform.basis[2] var pv2 = -($e1.global_transform.origin - $e2.global_transform.origin).normalized() if (pv1 - pv2).length() > 0.8: return e1_hotlist.push_back(body) if door: var door_obj = get_node(door) if door_obj.rotation.y <= 0.0: door_obj.rotation.y = PI / 2.0 teleport.push_back([body, $e1.global_transform.origin]) func e2_exit(body): if body in e2_hotlist: e2_hotlist.erase(body) func _physics_process(_delta): while teleport.size() > 0: var item = teleport.pop_front() item[0].global_transform.origin = item[1]