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EGJ25/scenes/indoors/bar.gd
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feat: lvl 3 skeleton and logic
2025-06-29 09:40:40 +02:00

77 lines
2.4 KiB
GDScript

extends Node2D
@export_file("*.tscn") var golé: String
@export_file("*.tscn") var next_level: String
@export var base_mode: GUIDEMappingContext
@export var vies = 3
@onready var interact: AudioStreamPlayer2D = $Player/Interact
@onready var vo_interjection: AudioStreamPlayer2D = $RightDoor/VOInterjection
var is_interjection_next = false
var current_info = 0
@onready var vo_player_1: AudioStreamPlayer2D = $RightDoor/VOPlayer1
@onready var vo_player_2: AudioStreamPlayer2D = $RightDoor/VOPlayer2
@onready var vo_player_3: AudioStreamPlayer2D = $RightDoor/VOPlayer3
@onready var vo_player_4: AudioStreamPlayer2D = $RightDoor/VOPlayer4
@onready var vo_player_5: AudioStreamPlayer2D = $RightDoor/VOPlayer5
@onready var vo_player_6: AudioStreamPlayer2D = $RightDoor/VOPlayer6
@onready var vo_player_7: AudioStreamPlayer2D = $RightDoor/VOPlayer7
@onready var vo_player_8: AudioStreamPlayer2D = $RightDoor/VOPlayer8
@onready var vo_player_9: AudioStreamPlayer2D = $RightDoor/VOPlayer9
@onready var vo_player_10: AudioStreamPlayer2D = $RightDoor/VOPlayer10
@onready var vo_player_11: AudioStreamPlayer2D = $RightDoor/VOPlayer11
@onready var vo_player_12: AudioStreamPlayer2D = $RightDoor/VOPlayer12
var vo_players: Array[AudioStreamPlayer2D] = []
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
GUIDE.enable_mapping_context(base_mode)
vo_players.append(vo_player_1)
vo_players.append(vo_player_2)
vo_players.append(vo_player_3)
vo_players.append(vo_player_4)
vo_players.append(vo_player_5)
vo_players.append(vo_player_6)
vo_players.append(vo_player_7)
vo_players.append(vo_player_8)
vo_players.append(vo_player_9)
vo_players.append(vo_player_10)
vo_players.append(vo_player_11)
vo_players.append(vo_player_12)
func _on_interactible_triggered(event_id: String) -> void:
interact.play()
vies -= 1
if vies == 0:
SceneLoader.load_scene(golé)
func _on_wrong_door_event_triggered(event_id: String) -> void:
SceneLoader.load_scene(golé)
func _on_right_door_event_triggered(event_id: String) -> void:
SceneLoader.load_scene(next_level)
func _on_timer_between_vo_timeout() -> void:
if is_interjection_next:
vo_interjection.play()
is_interjection_next = not is_interjection_next
return
if current_info >= len(vo_players):
return
vo_players[current_info].play()
current_info += 1
is_interjection_next = not is_interjection_next
func _on_door_event_triggered(event_id: String) -> void:
interact.play()