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extends RigidBody3D
class_name Ball
var category: int
var correct_goal: Goal
var _material: StandardMaterial3D
func set_random_category(category_count: int):
if not (_material):
var mesh: MeshInstance3D = $MeshInstance3D
_material = mesh.get_active_material(0)
category = randi_range(0, category_count - 1)
_material.albedo_color = Color.from_hsv(category / float(category_count), 0.8, 1.0)
func get_category() -> int:
return category