extends Node3D var lift_already_used : bool = false @export var end_location : Vector3 = Vector3.ZERO @export var lift_time : float = 1.0 @onready var button: MeshInstance3D = $Cylinder_001 func start_climbing() -> void: var elevator_tween = get_tree().create_tween() elevator_tween.set_ease(Tween.EASE_IN_OUT) elevator_tween.set_trans(Tween.TRANS_CUBIC) elevator_tween.tween_property(self, "global_position", end_location, lift_time) func _on_area_3d_body_entered(body: Node3D) -> void: if lift_already_used: return if is_instance_of(body, CharacterBody3D): lift_already_used = true var button_tween = get_tree().create_tween() var button_final_pos = button.global_position + Vector3.DOWN * 0.35 button_tween.tween_property(button, "global_position", button_final_pos, 0.3) button_tween.tween_callback(start_climbing)