extends Node class_name Collectible ## A marker for collectible entities. ## ## Used by [Collector]s to determine which entities to pick up. ## The type of collectible entity the parent entity represents. @export var type: StringName ## Emitted when this entity has been collected by a collector. signal collected ## Mark this entity as collected. ## ## You'll probably want to connect this to an AudioSource2D, which will disable the node and play a sound, and when the sound is over a new signal will queue_free it. func collect(): emit_signal("collected") func _on_done(): get_parent().queue_free()