extends Node3D var exploding := false @onready var anim: AnimationPlayer = %AnimationPlayer func _on_trigger_body_entered(_body: Node3D) -> void: if exploding: return anim.play("explode") exploding = true func _anim_explode() -> void: var scene := preload("res://enemies/explosive_car/explosion.tscn") var explosion: Node3D = scene.instantiate() explosion.global_position = global_position explosion.scale *= 3. get_tree().current_scene.add_child(explosion) queue_free()