init
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49
interactables/dungeon/scripts/locked_door.gd
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49
interactables/dungeon/scripts/locked_door.gd
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class_name LockedDoor extends Node2D
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var open := false
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@export var key_item: ItemData
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@export var locked_audio: AudioStream
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@export var open_audio: AudioStream
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@onready var animation_player: AnimationPlayer = $AnimationPlayer
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@onready var audio: AudioStreamPlayer2D = $AudioStreamPlayer2D
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@onready var open_data: PersistentDataHandler = $PersistentDataHandler
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@onready var interact_area: Area2D = $InteractArea
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func _ready() -> void:
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interact_area.area_entered.connect(on_area_entered)
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interact_area.area_exited.connect(on_area_exited)
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open_data.data_loaded.connect(set_state)
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set_state()
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func on_open_door() -> void:
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if !key_item:
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return
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var door_unlocked = PlayerManager.INVENTORY_DATA.use_item(key_item)
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if door_unlocked:
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animation_player.play("open_door")
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audio.stream = open_audio
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open_data.set_value()
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else:
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audio.stream = locked_audio
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audio.play()
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func on_area_entered(_area: Area2D) -> void:
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PlayerManager.interact_pressed.connect(on_open_door)
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func on_area_exited(_area: Area2D) -> void:
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PlayerManager.interact_pressed.disconnect(on_open_door)
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func close_door() -> void:
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animation_player.play("close_door")
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func set_state() -> void:
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open = open_data.value
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if open:
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animation_player.play("opened")
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else:
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animation_player.play("closed")
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