extends RigidBody3D class_name Billiard @export var power_min := 0.01 @export var power_max := 5.0 var can_hit = true func hit(impulse: Vector3, power: float): apply_central_impulse(impulse * lerp(power_min, power_max, power)) func _on_body_shape_entered(_body_rid, body, _body_shape_index, _local_shape_index): if body is Billiard: ControllerEventBus.billiard_touched_billiard.emit(self, body)