extends Node3D # Get a reference to the Bear_FX AnimationPlayer node @onready var fx_player: AnimationPlayer = $Bear_FX/AnimationPlayer # Preloads the material into memory before the scene even instantiates @onready var claw_fx_material: StandardMaterial3D = preload("res://Materials/M_bear_claw_fx.tres") func _ready() -> void: # Apply it instantly to a mesh as soon as the level starts $Bear_FX/Bear_fx_claw_attack_L.material_override = claw_fx_material $Bear_FX/Bear_fx_claw_attack_R.material_override = claw_fx_material func bear_fx_jump_smash(): $Bear_FX/Bear_fx_jump_smash.visible = true fx_player.play("Bear_fx_jump_smash") func bear_fx_claw_attack_R(): $Bear_FX/Bear_fx_claw_attack_R.visible = true fx_player.play("Bear_fx_claw_attack_R") func bear_fx_claw_attack_L(): $Bear_FX/Bear_fx_claw_attack_L.visible = true fx_player.play("Bear_fx_claw_attack_L") func bear_fx_smash_hit(): $Bear_FX/Bear_fx_smash_hit.visible = true fx_player.play("Bear_fx_smash_hit") func mesh_off(): $Bear_FX/Bear_fx_smash_hit.visible = false $Bear_FX/Bear_fx_claw_attack_L.visible = false $Bear_FX/Bear_fx_claw_attack_R.visible = false $Bear_FX/Bear_fx_jump_smash.visible = false