Create persistence manager and connectors for chests and gates
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@@ -1,6 +1,7 @@
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extends StaticBody2D
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class_name BaseChest
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signal ChestOpened
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signal OpeningAnimationStarted
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@export var is_open := false
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@@ -8,7 +9,12 @@ signal OpeningAnimationStarted
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# Public Methods
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func Open() -> void:
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is_open = true
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ChestOpened.emit()
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func OpenAlreadyOpened() -> void:
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pass
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func SetOpenedFromLoad() -> void:
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is_open = true
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@@ -27,6 +27,11 @@ func OpenAlreadyOpened() -> void:
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already_opened_message_dialogue_trigger.Trigger()
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func SetOpenedFromLoad() -> void:
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super.SetOpenedFromLoad()
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chest_01_sprite.play("opened")
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# Private Methods
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func _ready() -> void:
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if is_open:
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@@ -1,5 +1,7 @@
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extends StaticBody2D
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signal Opened
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@onready var sprite: AnimatedSprite2D = $AnimatedSprite2D
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@onready var collision_shape_2d: CollisionShape2D = $CollisionShape2D
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@@ -15,3 +17,5 @@ func OpenGate() -> void:
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collision_shape_2d.set_deferred("disabled", true)
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sprite.play("open")
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Opened.emit()
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@@ -395,6 +395,6 @@ shape = SubResource("RectangleShape2D_5ttkm")
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y_sort_enabled = true
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position = Vector2(0, 15)
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sprite_frames = SubResource("SpriteFrames_pki7h")
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animation = &"closed"
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animation = &"open"
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autoplay = "closed"
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offset = Vector2(0, -15)
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