69 lines
2.0 KiB
GDScript
69 lines
2.0 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 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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#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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#
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#
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#func _on_chest_opening_animation_started() -> void:
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#player.QueueCutsceneState()
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#
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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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#
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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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#
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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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#
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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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#
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#
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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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#
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#
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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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#
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#
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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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#
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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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