Create persistence manager and connectors for chests and gates

This commit is contained in:
2026-03-19 14:26:57 -05:00
parent 31567f53fb
commit 9fcd24f8b5
14 changed files with 163 additions and 9 deletions

View File

@@ -1,6 +1,7 @@
extends StaticBody2D
class_name BaseChest
signal ChestOpened
signal OpeningAnimationStarted
@export var is_open := false
@@ -8,7 +9,12 @@ signal OpeningAnimationStarted
# Public Methods
func Open() -> void:
is_open = true
ChestOpened.emit()
func OpenAlreadyOpened() -> void:
pass
func SetOpenedFromLoad() -> void:
is_open = true

View File

@@ -27,6 +27,11 @@ func OpenAlreadyOpened() -> void:
already_opened_message_dialogue_trigger.Trigger()
func SetOpenedFromLoad() -> void:
super.SetOpenedFromLoad()
chest_01_sprite.play("opened")
# Private Methods
func _ready() -> void:
if is_open:

View File

@@ -1,5 +1,7 @@
extends StaticBody2D
signal Opened
@onready var sprite: AnimatedSprite2D = $AnimatedSprite2D
@onready var collision_shape_2d: CollisionShape2D = $CollisionShape2D
@@ -15,3 +17,5 @@ func OpenGate() -> void:
collision_shape_2d.set_deferred("disabled", true)
sprite.play("open")
Opened.emit()

View File

@@ -395,6 +395,6 @@ shape = SubResource("RectangleShape2D_5ttkm")
y_sort_enabled = true
position = Vector2(0, 15)
sprite_frames = SubResource("SpriteFrames_pki7h")
animation = &"closed"
animation = &"open"
autoplay = "closed"
offset = Vector2(0, -15)