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Brachistochrone/Scenes/Scripts/rock_scene_material_changer.gd
T
scorpion21211-cmd e24bbbda5d Initial commit
2026-10-03 23:29:41 -04:00

27 lines
1.1 KiB
GDScript

extends Node
var rng = RandomNumberGenerator.new()
var materials = [
"res://Kyle's Rock Pack/Kyle Fuji/Materials/M_arid_rocks_1.tres",
"res://Kyle's Rock Pack/Kyle Fuji/Materials/M_arid_rocks_2.tres",
"res://Kyle's Rock Pack/Kyle Fuji/Materials/M_arid_rocks_3.tres",
"res://Kyle's Rock Pack/Kyle Fuji/Materials/M_mossy_rocks_1.tres",
"res://Kyle's Rock Pack/Kyle Fuji/Materials/M_mossy_rocks_2.tres",
"res://Kyle's Rock Pack/Kyle Fuji/Materials/M_sand_stone_rocks.tres",
"res://Kyle's Rock Pack/Kyle Fuji/Materials/M_snow_rocks_1.tres",
"res://Kyle's Rock Pack/Kyle Fuji/Materials/M_snow_rocks_2.tres",
"res://Kyle's Rock Pack/Kyle Fuji/Materials/M_snow_rocks_3.tres"
]
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
rng.randomize()
var my_random_number = rng.randi_range(0, len(materials) - 1)
var NEW_MATERIAL = load(materials[my_random_number])
var nodes = get_tree().get_nodes_in_group("change_material")
for node in nodes:
for child in node.get_children():
if child is MeshInstance3D:
child.material_override = NEW_MATERIAL