extends Node2D signal changed_resource @onready var world: World = $".." @export var resources := {} func _on_timer_timeout() -> void: var corrupted_resources := world.get_corrupted_resources() if corrupted_resources.size() > 0: var changed_resources := {} for corrupted_resource: CellData in corrupted_resources: var res: GameResource = corrupted_resource.get_resource() if not resources.has(res): resources[res] = 0 resources[res] += res.pickup_value changed_resources[res] = resources[res] changed_resource.emit(ResourceChangedSignal.new(changed_resources))