Reorganize file structure of project

This commit is contained in:
2026-03-17 14:44:13 -05:00
parent 86e3198645
commit 5a94483ffe
155 changed files with 365 additions and 162 deletions

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extends Node
var location_items: AbstractLocationItems
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
# TODO Will have an APLocationItems, select the correct one
location_items = LocationItems.new()

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uid://cb4tuxriixfqs

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extends Node
func GetAllTreasureChests() -> Array[BaseChest]:
var nodes := get_tree().get_nodes_in_group("Treasure Chest Group")
var arr: Array[BaseChest] = []
for node in nodes:
if node is BaseChest:
arr.append(node as BaseChest)
return arr
func GetAllInteractiveLoadingZones() -> Array[InteractiveLoadingZone]:
var nodes := get_tree().get_nodes_in_group("Interactive Loading Zone Group")
var arr: Array[InteractiveLoadingZone] = []
for node in nodes:
if node is InteractiveLoadingZone:
arr.append(node)
return arr
func GetAllLoadingZoneTransporters() -> Array[LoadingZoneTransporter]:
var nodes := get_tree().get_nodes_in_group("Loading Zone Transporter Group")
var arr: Array[LoadingZoneTransporter] = []
for node in nodes:
if node is LoadingZoneTransporter:
arr.append(node)
return arr
func GetAllDialogueTriggers() -> Array[DialogueTrigger]:
var nodes := get_tree().get_nodes_in_group("Dialog Trigger Group")
var arr: Array[DialogueTrigger] = []
for node in nodes:
if node is DialogueTrigger:
arr.append(node)
return arr
func GetPlayer() -> PlayerCharacter:
var nodes := get_tree().get_nodes_in_group("Player Group")
if nodes.is_empty():
return null
return nodes[0] as PlayerCharacter

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uid://bk7o4drbfh24p

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extends Node
var _actions_to_ignore: Array[StringName] = []
# Public Methods
func IgnoreAction(action_name: StringName) -> void:
_actions_to_ignore.append(action_name)
func ShouldIgnoreAction(action_name: StringName) -> bool:
return _actions_to_ignore.has(action_name)
# Private Methods
func _process(_delta: float) -> void:
_actions_to_ignore = []

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uid://dnbg1dpjcq6vk

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extends Node
const HOME_01 = preload("uid://laxewy7irxno")
const PATH_TO_DUNGEON_01 = preload("uid://b07m0k40dh042")
const SHOP = preload("uid://bwt0ijoq4qmhn")
@onready var mapping := {
Enums.MapIds.SHOP_01: SHOP,
Enums.MapIds.PATH_TO_FOREST_DUNGEON_01: PATH_TO_DUNGEON_01,
Enums.MapIds.PATH_TO_FOREST_HOME_01: HOME_01
}
var _spawn_marker: String
# Public Methods
func GetMap(map_id: Enums.MapIds) -> PackedScene:
return mapping[map_id]
func SetSpawnMarker(marker_name: String) -> void:
_spawn_marker = marker_name
func GetSpawnMarker() -> String:
return _spawn_marker

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uid://c4jogxtdi3m13