update!
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@@ -2,6 +2,7 @@ extends StaticBody3D
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@export var stats_resource: PortalStats
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@export var is_red: bool = false
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@export var is_return: bool = false
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@onready var mesh: MeshInstance3D = $Mesh
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@onready var name_label: Label3D = $NameLabel
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@@ -22,7 +23,15 @@ func _ready() -> void:
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stats_resource.is_red = is_red
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Stats.register(self, stats_resource)
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enter_area.body_entered.connect(_on_body_entered)
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if is_red:
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if is_return:
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var mat: StandardMaterial3D = StandardMaterial3D.new()
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mat.albedo_color = Color(1.0, 0.85, 0.3)
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mat.emission_enabled = true
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mat.emission = Color(1.0, 0.8, 0.2)
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mat.emission_energy_multiplier = 1.2
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mesh.material_override = mat
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name_label.text = "Zurück"
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elif is_red:
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var mat: StandardMaterial3D = StandardMaterial3D.new()
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mat.albedo_color = Color(0.95, 0.2, 0.2)
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mat.emission_enabled = true
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@@ -45,7 +54,10 @@ func _on_body_entered(body: Node) -> void:
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return
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triggered = true
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EventBus.portal_entered.emit(self, body)
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_request_enter.rpc_id(1, is_red, global_position)
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if is_return:
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_request_return.rpc_id(1)
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else:
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_request_enter.rpc_id(1, is_red, global_position)
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@rpc("any_peer", "reliable", "call_local")
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func _request_enter(red: bool, return_pos: Vector3) -> void:
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@@ -60,3 +72,13 @@ func _do_enter(seed: int, red: bool, return_pos: Vector3) -> void:
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GameState.dungeon_red = red
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GameState.portal_return_position = return_pos
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GameState.change_scene(GameState.SCENE_DUNGEON)
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@rpc("any_peer", "reliable", "call_local")
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func _request_return() -> void:
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if not multiplayer.is_server() and multiplayer.multiplayer_peer != null:
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return
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_do_return.rpc()
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@rpc("authority", "reliable", "call_local")
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func _do_return() -> void:
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GameState.change_scene(GameState.SCENE_WORLD)
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