77 lines
2.2 KiB
GDScript
77 lines
2.2 KiB
GDScript
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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