extends StaticBody2D @export var laser_path: NodePath = "../Laser" @export var required_scale: Vector2 = Vector2(1.0, 1.0) @export var player_required_scale: Vector2 = Vector2(2.0, 2.0) @onready var animation = $AnimationPlayer var laser: Node2D = null var is_activated = false func _ready(): laser = get_node(laser_path) func _on_body_entered(body: Node): print("Wird erkannt") print(body) print(body.scale) if (body is AnimatableBody2D and body.scale >= required_scale) or (body is CharacterBody2D and body.scale >= player_required_scale): animation.play("Disable") activate_plate() func _on_body_exited(body: Node): if (body is AnimatableBody2D and body.scale >= required_scale) or (body is CharacterBody2D and body.scale >= player_required_scale): animation.play("Enable") deactivate_plate() func activate_plate(): print("wird aktiviert") if not is_activated: is_activated = true if laser and weakref(laser).get_ref(): laser.queue_free() # TODO: fix error when called again func deactivate_plate(): if is_activated: is_activated = false