extends Node class_name OverlapChecker ## Layers to consider when checking overlap with [PhysicBody2D]. @export_flags_2d_physics var overlap_mask: int ## Whether [TileMap]s should be considered in collisions or not. ## ## Their [collision_layer]s are always ignored. @export var overlap_with_tilemap: bool = true ## The [Area2D] this script should act on. @onready var target: Area2D = get_parent() ## What the [target] object is currently overlapping with. var is_overlapping_with: Node2D = null ## Get the first body overlapping the [target]. func get_first_overlapping_body() -> Node2D: for body in target.get_overlapping_bodies(): if body is TileMap: if overlap_with_tilemap: return body elif body is PhysicsBody2D: if body.collision_layer & overlap_mask: return body return null ## Update the [is_overlapping_with] variable. func update_is_overlapping_with() -> void: var current_overlap = get_first_overlapping_body() if current_overlap != is_overlapping_with: overlap_changing.emit(current_overlap) is_overlapping_with = current_overlap ## Emitted when the value of [is_overlapping_with] changes because of [_update_is_overlapping_with]. signal overlap_changing(to: Node2D)