extends Node class_name Component_Collision signal collided @export_node_path("CharacterBody2D") var entityPath: NodePath @onready var entity: CharacterBody2D = get_node(entityPath) @export_node_path("CollisionShape2D") var collision_shape_path: NodePath @onready var collision_shape: CollisionShape2D = get_node(collision_shape_path) @export_node_path("Component_Health") var component_health_path: NodePath var component_health: Component_Health func init(): var collision_area = Utilities.Collision.Area.new(entity, collision_shape) collision_area.set_collision_mask_value(Utilities.Collision.Layer.PLAYER, true) collision_area.connect("collided", func(area): emit_signal("collided", area)) entity.add_child(collision_area) if component_health_path: component_health = get_node(component_health_path) collision_area.connect("collided", func(area): if area.is_in_group("explosions"): component_health.take_damage() )