class_name BlinkerBranch extends Node @export var mat_1 : StandardMaterial3D @export var mat_2 : StandardMaterial3D @export var delay_range1 : float @export var delay_range2 : float var parent : MeshInstance3D var looping = false func _ready(): parent = get_parent() looping = true Loop() pass func Loop(): while (looping): var delay = randf_range(delay_range1, delay_range2) parent.set_surface_override_material(0, mat_1) await get_tree().create_timer(delay, false).timeout parent.set_surface_override_material(0, mat_2) await get_tree().create_timer(delay, false).timeout pass