extends Node2D @export var paired_teleporter: String var checked_teleport func _ready() -> void: add_to_group("TELEPORTERS") func check_for_pair() -> String: print(paired_teleporter) return paired_teleporter func _process(delta: float) -> void: pass func _physics_process(delta: float) -> void: pass func _on_contact(body) -> void: #print("PASSED OVER TELEPORTER") #get_tree().call_group("TELEPORTERS","check_for_pair") for teleporter in get_tree().get_nodes_in_group("TELEPORTERS"): print("PAIRED" + str(teleporter) + teleporter.paired_teleporter) print("SELF" + str(self) + teleporter.paired_teleporter) if teleporter != self: if teleporter.paired_teleporter == paired_teleporter and %Player2D.teleport_cooldown == 0: %Player2D.get_node("Camera2D").position_smoothing_speed = 1 body.set_position(teleporter.get_position()) %Player2D.teleport_cooldown = 1 %Player2D.get_node("Camera2D").position_smoothing_speed = %Player2D.CAMERA_SMOOTHING_SPEED