class_name TreeNode extends Node3D @onready var area: Area3D = $InteractRange var mesh_instances: Array[MeshInstance3D] = [] var original_materials: Array[Material] = [] var outline_material: Material var base_circle: MeshInstance3D var circle_material: Material func _ready(): create_base_circle() # Find all MeshInstance3D nodes in the GLB find_all_mesh_instances(self) setup_outline_material() area.body_entered.connect(_on_player_entered) area.body_exited.connect(_on_player_exited) func setup_outline_material(): if mesh_instances.is_empty(): print("Warning: No MeshInstance3D found in GLB!") return # Store original materials for mesh in mesh_instances: if mesh.get_surface_override_material(0): original_materials.append(mesh.get_surface_override_material(0)) else: original_materials.append(mesh.get_surface_override_material(0)) # Create outline material with your shader outline_material = ShaderMaterial.new() outline_material.shader = preload("res://outline.gdshader") outline_material.set_shader_parameter("color", Vector3(0.702, 0.557, 0.259)) func find_all_mesh_instances(node: Node): if node is MeshInstance3D: mesh_instances.append(node) for child in node.get_children(): find_all_mesh_instances(child) func create_base_circle(): base_circle = MeshInstance3D.new() add_child(base_circle) # Create a flat cylinder for the circle var cylinder = CylinderMesh.new() cylinder.top_radius = 0.4 # Adjust size as needed cylinder.bottom_radius = 0.4 cylinder.height = 0.02 # Very thin to make it look like a flat circle cylinder.rings = 1 cylinder.radial_segments = 9 # More segments = smoother circle base_circle.mesh = cylinder # Create transparent material with outline circle_material = StandardMaterial3D.new() circle_material.flags_transparent = true circle_material.albedo_color = Color(1.0, 0.843, 0.0, 0.0) # Fully transparent gold # Add rim lighting effect for outline appearance circle_material.rim_enabled = true circle_material.rim = 1.0 circle_material.rim_tint = 1.0 circle_material.rim_color = Color(1.0, 0.843, 0.0) # Gold rim base_circle.material_override = circle_material # Position at ground level base_circle.position.y = 0.01 # Slightly above ground to avoid z-fighting # Start hidden base_circle.visible = false func _on_player_entered(body: Node3D): if body.is_in_group("player"): base_circle.visible = true # Apply outline to all mesh instances for mesh in mesh_instances: mesh.material_overlay = outline_material func _on_player_exited(body: Node3D): if body.is_in_group("player"): Log.pr('Out of range...') base_circle.visible = false # Remove outline from all mesh instances for mesh in mesh_instances: mesh.material_overlay = null