extends StaticBody2D onready var signalManager := get_tree().root.get_child(3).get_node("%SignalManager") onready var levelState := get_tree().root.get_child(3).get_node("%LevelState") export var locked := true # Called when the node enters the scene tree for the first time. func _ready() -> void: signalManager.connect("unlocked", self, "unlock") # if locked: # $CollisionShape2D.enabled = true # visible = true func unlock(key: String) -> void: if key.to_lower() == "gateblock": $CollisionShape2D.disabled = true visible = false