extends Node3D var shootRangeTargets : Array[CharacterBody3D] = [] @export_group("Keybind variables") @export var restartShootingRangeAction : String = "" func _ready(): for child in get_children(): if child is ShootingRangeTarget: shootRangeTargets.append(child) func _process(_delta : float): inputManagement() func inputManagement(): if Input.is_action_just_pressed(restartShootingRangeAction): restartShootRange() func restartShootRange(): #revive all fallen targets for target in range(0, shootRangeTargets.size()): if shootRangeTargets[target].isDisabled: shootRangeTargets[target].animManager.play_backwards("fall") shootRangeTargets[target].health = 100 shootRangeTargets[target].isDisabled = false