extends Building class_name ItemSink @onready var sink_sprite: Sprite2D = $Sprite2D func _ready(): super() if sink_sprite: sink_sprite.modulate = Color("darkred") func _on_grid_position_changed(): super() name = "ItemSink_%s,%s" % [current_grid_pos.x, current_grid_pos.y] # Sink can always accept func can_accept_item() -> bool: return true func handle_item_entry(item: Item, remaining_delta_from_previous: float = 0.0): print("ItemSink handle_item_entry at %s consumed item: %s" % [current_grid_pos, item.type]) item.queue_free() func handle_item(item: Item): print("ItemSink handle_item at %s consumed item: %s" % [current_grid_pos, item.type]) item.queue_free()