Files
aarpg/interactables/dungeon/scripts/locked_door.gd
Andriy Yednarovych e877c5f058 init
2026-02-22 19:26:26 +01:00

50 lines
1.3 KiB
GDScript

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