Reorganize file structure of project
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8
Entities/Map Objects/Mechanisms/Scripts/arrow_target.gd
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8
Entities/Map Objects/Mechanisms/Scripts/arrow_target.gd
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extends Area2D
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signal TargetHit
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func _on_body_entered(body: Node2D) -> void:
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if body is not CharacterBody2D:
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return
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TargetHit.emit()
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@@ -0,0 +1 @@
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uid://6jls1eokv2to
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15
Entities/Map Objects/Mechanisms/Scripts/pressure_plate.gd
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15
Entities/Map Objects/Mechanisms/Scripts/pressure_plate.gd
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extends Area2D
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signal PressurePlateTripped
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@onready var animated_sprite_2d: AnimatedSprite2D = $AnimatedSprite2D
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var activated := false
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func _on_body_entered(body: Node2D) -> void:
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if activated:
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return
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activated = true
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animated_sprite_2d.play("activated")
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PressurePlateTripped.emit()
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@@ -0,0 +1 @@
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uid://cxt7ht66jiac8
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13
Entities/Map Objects/Mechanisms/Scripts/shop_item.gd
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13
Entities/Map Objects/Mechanisms/Scripts/shop_item.gd
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extends Area2D
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class_name ShopItem
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@export var check_location: Enums.CheckLocations
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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pass # Replace with function body.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(_delta: float) -> void:
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pass
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1
Entities/Map Objects/Mechanisms/Scripts/shop_item.gd.uid
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1
Entities/Map Objects/Mechanisms/Scripts/shop_item.gd.uid
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@@ -0,0 +1 @@
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uid://cggyjxrk4qqfm
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