class_name CoinHeaven extends Level @export var all_coins_check: AllCoinsCollectedCheck = null func _ready() -> void: Level.in_vine_level = true func warp_back(player: Player) -> void: player.state_machine.transition_to("Freeze") if all_coins_check != null: await all_coins_check.check() await get_tree().create_timer(1, false).timeout PipeArea.exiting_pipe_id = -1 Global.transition_to_scene(Level.vine_return_level) func get_room_type() -> Global.Room: return Global.Room.COIN_HEAVEN