extends BasicRoom class_name CorridorDeadEndBreakable @onready var wallShard: MeshInstance3D = $WallShard var broken: bool = false @onready var interactBox: InteractBox = $InteractBox @onready var holeProximety = $Area3D var repairCube: Area3D var toolBox: bool = false var interacted: bool = false func updateWallVisibility(status: bool): broken = !status wallShard.visible = status func _process(_delta: float) -> void: repairCube = null toolBox = false var objectsProxy: Array[Area3D] = holeProximety.get_overlapping_areas() for obj in objectsProxy: if obj.type == "RepairCube": repairCube = obj if obj.type == "ToolBox": toolBox = true if repairCube and toolBox and interacted: updateWallVisibility(true) interacted = false repairCube.get_parent().queue_free() SpaceshipLogicRef.hullBreached = false func _on_interact_box_interacted_with(_playerRef: PlayerCharacter) -> void: interacted = true #Needs to be replaced with a repair minigame/ progress bar later