Reorganize file structure of project
This commit is contained in:
54
Maps/Connectors/Scripts/bench_interaction_connector.gd
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54
Maps/Connectors/Scripts/bench_interaction_connector.gd
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extends Node
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class_name BenchInteractionConnector
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# Signals
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signal SitOnBenchTriggered(position: Vector2, sitting_direction: Enums.Directions)
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# Exports
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@export var player: PlayerCharacter
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# Private Variables
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var _benches_in_range: Array[WoodenBench] = []
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# Private Methods
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func _ready() -> void:
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player.interact_scanner.area_entered.connect(_on_interact_scanned)
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player.interact_scanner.area_exited.connect(_on_interact_unscanned)
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player.interact_scanner.InteractionActionTriggered.connect(_on_interact_triggered)
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func _on_interact_scanned(area: Area2D) -> void:
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var parent := area.get_parent()
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if parent == null or parent is not WoodenBench or _benches_in_range.has(parent):
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return
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_benches_in_range.append(parent)
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func _on_interact_unscanned(area: Area2D) -> void:
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var parent: Node = area.get_parent()
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if parent == null or parent is not WoodenBench or !_benches_in_range.has(parent):
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return
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_benches_in_range.erase(parent)
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func _on_interact_triggered() -> void:
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if _benches_in_range.is_empty():
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return
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var bench := _benches_in_range[0]
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var sitting_spots_container := bench.get_node("Sitting Spots") as Node2D
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var sitting_spot_markers := sitting_spots_container.get_children()
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var closest_marker: Marker2D
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var distance_to_player := 9999.0
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for node in sitting_spot_markers:
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var marker := node as Marker2D
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var distance := marker.global_position.distance_to(player.global_position)
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if distance < distance_to_player:
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closest_marker = marker
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distance_to_player = distance
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if !closest_marker:
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return
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player.SitOnFurnitureTriggered.emit(closest_marker.global_position, Enums.Directions.DOWN)
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@@ -0,0 +1 @@
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uid://c5yjcjk51l4bd
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26
Maps/Connectors/Scripts/camera_limit_connector.gd
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26
Maps/Connectors/Scripts/camera_limit_connector.gd
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extends Area2D
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@export var camera_to_limit: Camera2D
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@export var auto_limit := true
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func _ready() -> void:
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if camera_to_limit == null or !auto_limit or get_child_count() == 0:
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return
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var collision_shape: CollisionShape2D = get_children()[0]
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if collision_shape.shape is not RectangleShape2D:
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return
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var limits := _get_normalized_limits(collision_shape)
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camera_to_limit.limit_left = limits.position.x
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camera_to_limit.limit_top = limits.position.y
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camera_to_limit.limit_right = limits.end.x
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camera_to_limit.limit_bottom = limits.end.y
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func _get_normalized_limits(collision_shape: CollisionShape2D) -> Rect2i:
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var rectangle_shape := collision_shape.shape as RectangleShape2D
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var rect_position := collision_shape.position
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var size := rectangle_shape.size
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var begin := rect_position - size / 2
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return Rect2(begin.x, begin.y, size.x, size.y)
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1
Maps/Connectors/Scripts/camera_limit_connector.gd.uid
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1
Maps/Connectors/Scripts/camera_limit_connector.gd.uid
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uid://kfupww4frb1r
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76
Maps/Connectors/Scripts/chest_interaction_connector.gd
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76
Maps/Connectors/Scripts/chest_interaction_connector.gd
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extends Node
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# Signals
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signal OpeningOfOpenedChestAttempted
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# Exports
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@export var player: PlayerCharacter
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@export var auto_connect_all_chests := true
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# Private Variables
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var _chests_in_range: Array[BaseChest] = []
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# Private Methods
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func _ready() -> void:
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player.interact_scanner.area_entered.connect(_on_interact_scanned)
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player.interact_scanner.area_exited.connect(_on_interact_unscanned)
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player.interact_scanner.InteractionActionTriggered.connect(_on_interact_triggered)
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var chests := GroupUtils.GetAllTreasureChests()
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for chest in chests:
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chest.OpeningAnimationStarted.connect(_on_chest_opening_animation_started)
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func _on_chest_opening_animation_started() -> void:
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var player := GroupUtils.GetPlayer()
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var children := player.get_children()
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player.QueueCutsceneState()
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var camera_idx := children.find_custom(func(x): return x is Camera2D)
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if camera_idx == -1: return
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# Zoom In
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var camera := children[camera_idx] as Camera2D
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var current_zoom := camera.zoom
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await get_tree().create_tween().tween_property(camera, "zoom", current_zoom + Vector2(2, 2), 0.5).finished
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# Player the player's chest opening animation
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player.state_machine.QueueStateChange(PlayerStateMachine.States.PLAY_ANIMATION, { "animation_name": "opening-chest-down" })
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await player.state_machine.StateChanged
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var play_animation_state := player.state_machine.current_state as PlayerPlayAnimationState
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await play_animation_state.AnimationFinished
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player.state_machine.QueueStateChange(PlayerStateMachine.States.IDLE)
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# Zoom back out
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await get_tree().create_tween().tween_property(camera, "zoom", current_zoom, 0.5).finished
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func _on_interact_scanned(area: Area2D) -> void:
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var chest = area.get_parent()
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if chest == null or chest is not BaseChest:
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return
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if _chests_in_range.has(chest):
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return
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_chests_in_range.append(chest)
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func _on_interact_unscanned(area: Area2D) -> void:
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var chest = area.get_parent()
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if chest == null or chest is not BaseChest:
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return
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if !_chests_in_range.has(chest):
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return
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_chests_in_range.erase(chest)
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func _on_interact_triggered() -> void:
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if _chests_in_range.is_empty():
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return
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var chest := _chests_in_range[0]
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if !chest.is_open:
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chest.Open()
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else:
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chest.OpenAlreadyOpened()
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OpeningOfOpenedChestAttempted.emit()
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@@ -0,0 +1 @@
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uid://dw76slp457s1v
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12
Maps/Connectors/Scripts/collision_loading_zone_connector.gd
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12
Maps/Connectors/Scripts/collision_loading_zone_connector.gd
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extends Node
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@export var player: PlayerCharacter
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# Public Methods
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func OnPlayerAreaEntered(area: Area2D) -> void:
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pass
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# Private Methods
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func _ready() -> void:
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pass
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@@ -0,0 +1 @@
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uid://dbscr0b7k3rtp
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@@ -0,0 +1,35 @@
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extends Node
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# Exports
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@export var player: PlayerCharacter
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# Private Variables
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var _zones_in_range: Array[InteractiveLoadingZone] = []
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# Private Methods
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func _ready() -> void:
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player.interact_scanner.area_entered.connect(_on_interact_scanned)
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player.interact_scanner.area_exited.connect(_on_interact_unscanned)
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player.interact_scanner.InteractionActionTriggered.connect(_on_interact_triggered)
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func _on_interact_scanned(area: Area2D) -> void:
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if area is not InteractiveLoadingZone or _zones_in_range.has(area):
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return
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_zones_in_range.append(area)
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func _on_interact_unscanned(area: Area2D) -> void:
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if area is not InteractiveLoadingZone or !_zones_in_range.has(area):
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return
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_zones_in_range.erase(area)
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func _on_interact_triggered() -> void:
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if _zones_in_range.is_empty():
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return
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var zone := _zones_in_range[0]
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zone.Activate()
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@@ -0,0 +1 @@
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uid://d3hhbegfxdnqq
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27
Maps/Connectors/Scripts/shop_item_label_connector.gd
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27
Maps/Connectors/Scripts/shop_item_label_connector.gd
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extends Node
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@onready var item_notification: Label = $"../CanvasLayer/Item Notification"
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var current_shop_item: ShopItem = null
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# Public Methods
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func OnPlayerInteractScannerAreaEntered(area: Area2D) -> void:
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if area is not ShopItem:
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return
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var shop_item := area as ShopItem
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if shop_item != current_shop_item:
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current_shop_item = shop_item
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var check_location := shop_item.check_location
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var item := GameManager.location_items.CheckItemAtLocation(check_location)
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var item_name: String = Enums.Items.keys()[item]
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item_notification.text = item_name
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func OnPlayerInteractScannerAreaExited(area: Area2D) -> void:
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if area is not ShopItem:
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return
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if area == current_shop_item:
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item_notification.text = ""
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current_shop_item = null
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1
Maps/Connectors/Scripts/shop_item_label_connector.gd.uid
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1
Maps/Connectors/Scripts/shop_item_label_connector.gd.uid
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uid://cpr710p4wdgx
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16
Maps/Connectors/Scripts/spawn_marker_connector.gd
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16
Maps/Connectors/Scripts/spawn_marker_connector.gd
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extends Node
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@export var player: CharacterBody2D
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@export var markers: Node2D
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# Public Methods
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func _ready() -> void:
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var marker_name := MapLoader.GetSpawnMarker()
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if !marker_name:
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return
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for child in markers.get_children():
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if child.name == marker_name:
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var marker := child as Marker2D
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var position := marker.global_position
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player.position = position
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1
Maps/Connectors/Scripts/spawn_marker_connector.gd.uid
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1
Maps/Connectors/Scripts/spawn_marker_connector.gd.uid
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uid://dkcsftcdqtmg
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7
Maps/Connectors/arrow_spawner.tscn
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7
Maps/Connectors/arrow_spawner.tscn
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[gd_scene format=3 uid="uid://303hbhqetdhy"]
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[ext_resource type="Script" uid="uid://dvgd5ejerauqm" path="res://Entities/Map Objects/Entity Spawners/arrow_spawner.gd" id="1_dsltu"]
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[node name="Arrow Spawner" type="Node" unique_id=627092886 node_paths=PackedStringArray("arrow_parent")]
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script = ExtResource("1_dsltu")
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arrow_parent = NodePath("")
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6
Maps/Connectors/bench_interaction_connector.tscn
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6
Maps/Connectors/bench_interaction_connector.tscn
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[gd_scene format=3 uid="uid://divmfeqf10ri1"]
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[ext_resource type="Script" uid="uid://c5yjcjk51l4bd" path="res://Maps/Connectors/Scripts/bench_interaction_connector.gd" id="1_34r4h"]
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[node name="Bench Interaction Connector" type="Node" unique_id=541204437]
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script = ExtResource("1_34r4h")
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6
Maps/Connectors/chest_interaction_connector.tscn
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6
Maps/Connectors/chest_interaction_connector.tscn
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[gd_scene format=3 uid="uid://dl2jpjtbiju34"]
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[ext_resource type="Script" uid="uid://dw76slp457s1v" path="res://Maps/Connectors/Scripts/chest_interaction_connector.gd" id="1_aitih"]
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[node name="Chest Interaction Connector" type="Node" unique_id=625804018]
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script = ExtResource("1_aitih")
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6
Maps/Connectors/interactive_loading_zone_connector.tscn
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6
Maps/Connectors/interactive_loading_zone_connector.tscn
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[gd_scene format=3 uid="uid://b03s7fw8bxdxs"]
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[ext_resource type="Script" uid="uid://d3hhbegfxdnqq" path="res://Maps/Connectors/Scripts/interactive_loading_zone_connector.gd" id="1_2sjeq"]
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[node name="Interactive Loading Zone Connector" type="Node" unique_id=833475826]
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script = ExtResource("1_2sjeq")
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8
Maps/Connectors/spawn_marker_connector.tscn
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8
Maps/Connectors/spawn_marker_connector.tscn
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@@ -0,0 +1,8 @@
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[gd_scene format=3 uid="uid://did853bh5xeic"]
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[ext_resource type="Script" uid="uid://dkcsftcdqtmg" path="res://Maps/Connectors/Scripts/spawn_marker_connector.gd" id="1_kb3a7"]
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[node name="Spawn Marker Connector" type="Node" unique_id=807187299 node_paths=PackedStringArray("player", "markers")]
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script = ExtResource("1_kb3a7")
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player = NodePath("")
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markers = NodePath("")
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