generated from SGDA/GodotExampleProject
fix: lvl 2 progression
This commit is contained in:
@ -26,6 +26,11 @@ var current_info = 0
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@onready var vo_player_12: AudioStreamPlayer2D = $RightDoor/VOPlayer12
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var vo_players: Array[AudioStreamPlayer2D] = []
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var currently_playing: AudioStreamPlayer2D
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var already_played_batch_1 = false
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var already_played_batch_2 = false
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var already_played_batch_3 = false
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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GUIDE.enable_mapping_context(base_mode)
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@ -34,10 +39,12 @@ func _ready() -> void:
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vo_players.append(vo_player_2)
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vo_players.append(vo_player_3)
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vo_players.append(vo_player_4)
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vo_players.append(vo_player_5)
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vo_players.append(vo_player_6)
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vo_players.append(vo_player_7)
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vo_players.append(vo_player_8)
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vo_players.append(vo_player_9)
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vo_players.append(vo_player_10)
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vo_players.append(vo_player_11)
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@ -49,7 +56,6 @@ func _on_interactible_triggered(event_id: String) -> void:
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if vies == 0:
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SceneLoader.load_scene(golé)
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func _on_wrong_door_event_triggered(event_id: String) -> void:
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SceneLoader.load_scene(golé)
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@ -59,18 +65,107 @@ func _on_right_door_event_triggered(event_id: String) -> void:
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func _on_timer_between_vo_timeout() -> void:
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if is_interjection_next:
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if currently_playing == null or not currently_playing.playing:
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currently_playing = vo_interjection
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vo_interjection.play()
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is_interjection_next = not is_interjection_next
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return
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if current_info >= len(vo_players):
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return
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vo_players[current_info].play()
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current_info += 1
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is_interjection_next = not is_interjection_next
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func _on_door_event_triggered(event_id: String) -> void:
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interact.play()
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func _on_first_batch_trigger_body_entered(body: Node2D) -> void:
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if body.name != "Player":
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return
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if already_played_batch_1:
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return
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already_played_batch_1 = true
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if currently_playing != null:
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currently_playing.stop()
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currently_playing = vo_player_1
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vo_player_1.play()
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func _on_vo_player_1_finished() -> void:
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currently_playing = vo_player_2
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vo_player_2.play()
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func _on_vo_player_2_finished() -> void:
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currently_playing = vo_player_3
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vo_player_3.play()
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func _on_vo_player_3_finished() -> void:
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currently_playing.stop()
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func _on_first_batch_trigger_2_body_entered(body: Node2D) -> void:
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if body.name != "Player":
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return
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if already_played_batch_2:
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return
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already_played_batch_2 = true
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currently_playing.stop()
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currently_playing = vo_player_4
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vo_player_4.play()
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func _on_vo_player_4_finished() -> void:
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currently_playing = vo_player_5
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vo_player_5.play()
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func _on_vo_player_5_finished() -> void:
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currently_playing = vo_player_6
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vo_player_6.play()
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func _on_vo_player_6_finished() -> void:
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currently_playing = vo_player_7
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vo_player_7.play()
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func _on_vo_player_7_finished() -> void:
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currently_playing.stop()
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func _on_first_batch_trigger_3_body_entered(body: Node2D) -> void:
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if body.name != "Player":
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return
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if already_played_batch_3:
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return
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already_played_batch_3 = true
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currently_playing.stop()
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currently_playing = vo_player_8
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vo_player_8.play()
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func _on_vo_player_8_finished() -> void:
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currently_playing = vo_player_9
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vo_player_9.play()
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func _on_vo_player_9_finished() -> void:
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currently_playing = vo_player_10
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vo_player_10.play()
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func _on_vo_player_10_finished() -> void:
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currently_playing = vo_player_11
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vo_player_11.play()
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func _on_vo_player_11_finished() -> void:
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currently_playing = vo_player_12
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vo_player_12.play()
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func _on_vo_player_12_finished() -> void:
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currently_playing.stop()
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func _on_vo_interjection_finished() -> void:
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currently_playing.stop()
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