Refactor signal logic
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@@ -1,53 +1,20 @@
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extends Node
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# Drop-in that automatically connects signals from player to chest objects
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signal ChestInteractedWith(chest: BaseChest)
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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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var chests_in_range: Array[BaseChest] = []
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# Public Methods
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func OnPlayerInteractScannerAreaEntered(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 OnPlayerInteractScannerAreaExited(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 OnPlayerInteractionActionTriggered() -> 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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# 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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var player := GroupUtils.GetPlayer()
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if player == null:
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return
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player.InteractScannerAreaEntered.connect(OnPlayerInteractScannerAreaEntered)
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player.InteractScannerAreaExited.connect(OnPlayerInteractScannerAreaExited)
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player.InteractionActionTriggered.connect(OnPlayerInteractionActionTriggered)
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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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@@ -58,7 +25,7 @@ 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.OnCutsceneStarted()
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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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@@ -77,4 +44,33 @@ func _on_chest_opening_animation_started() -> void:
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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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