extends Node2D @onready var RayCast : RayCast2D = $RayCast2D var uses = 5 # Called when the node enters the scene tree for the first time. func _ready() -> void: pass # Replace with function body. # Called every frame. 'delta' is the elapsed time since the previous frame. func _process(delta: float) -> void: if RayCast.is_colliding(): var collisionObject = RayCast.get_collider() if collisionObject is TileMapLayer: var cell : Vector2i = collisionObject.local_to_map(RayCast.get_collision_point() + Vector2(5,0).rotated(global_rotation)) if collisionObject.get_cell_source_id(cell) == 0: collisionObject.set_cell(cell,1,Vector2i(0, 0)) uses -= 1 get_parent().GUI.remove_item("Drill") if uses == 0: queue_free()