extends "res://Levels/Level.gd" onready var Boss = $BossEnemy onready var DoorLock = $DoorLock onready var Trigger = $Trigger const PLAYER_BIT = 0 func set_door_lock(value): DoorLock.visible = value DoorLock.set_collision_mask_bit(PLAYER_BIT, value) func _on_Trigger_triggered(): if not SaverLoader.custom_data.boss_defeated: set_door_lock(true) func _on_BossEnemy_died(): set_door_lock(false)