extends RigidBody3D class_name Ball @export var max_velocity: float = 8.0 var is_resetting: bool var ball_served: bool var new_position: Vector3 func _integrate_forces(state): state.linear_velocity = state.linear_velocity.limit_length(max_velocity) func reset(position_after_reset: Vector3): ball_served = false is_resetting = true gravity_scale = 0 linear_velocity = Vector3.ZERO angular_velocity = Vector3.ZERO global_position = position_after_reset new_position = position_after_reset func _on_body_entered(body): if ball_served: return var player = body as Robot if player and player.ai_controller.is_serving and not ball_served: ball_served = true player.ai_controller.is_serving = false gravity_scale = 1.45