generated from SGDA/GodotExampleProject
feat: level two base
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@ -13,6 +13,12 @@ signal event_triggered(event_id: String)
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@onready var message_box: Label = %MessageBox
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@onready var interact_box: RichTextLabel = $RichTextLabel
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@export var is_item = false
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@onready var confirm_button: Button = %ConfirmButton
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@onready var cancel_button: Button = %CancelButton
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@onready var ok_button: Button = %OkButton
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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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rich_text_label.visible = false
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@ -21,6 +27,11 @@ func _ready() -> void:
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if not interact_text.is_empty():
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interact_box.text = interact_text.to_upper()
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if is_item:
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confirm_button.visible = false
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cancel_button.visible = false
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ok_button.visible = true
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func _on_body_entered(body: Node2D) -> void:
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rich_text_label.visible = true
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@ -31,10 +42,13 @@ func _on_body_exited(body: Node2D) -> void:
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func show_confirm():
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confirm_panel.visible = true
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if is_item:
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event_triggered.emit(event)
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func _on_confirm_button_pressed() -> void:
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confirm_panel.visible = false
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event_triggered.emit(event)
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if not is_item:
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event_triggered.emit(event)
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func _on_cancel_button_pressed() -> void:
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confirm_panel.visible = false
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