| extends Area3D | |
| class_name Goal | |
| @onready var initial_position = global_position | |
| @export var game_manager: GameSceneManager | |
| @export var player_ai_controller: PlayerAIController | |
| ## Nodes that this goal will spawn on (it will reset to the platform that has the largest distance from the player) | |
| @onready var spawn_positions := game_manager.player_goal_spawn_positions | |
| func reset(): | |
| await get_tree().physics_frame # Wait a physics frame before moving to avoid detecting player on reset | |
| var farthest_distance: float = 0.0 | |
| var farthest_node: Node3D | |
| for node in spawn_positions: | |
| var distance = node.global_position.distance_squared_to( | |
| player_ai_controller.player.global_position | |
| ) | |
| if distance > farthest_distance: | |
| farthest_distance = distance | |
| farthest_node = node | |
| global_position = farthest_node.global_position + Vector3.UP * 1.5 | |