generated from SGDA/GodotExampleProject
77 lines
2.4 KiB
GDScript
77 lines
2.4 KiB
GDScript
extends Node2D
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@export_file("*.tscn") var golé: String
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@export_file("*.tscn") var next_level: String
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@export var base_mode: GUIDEMappingContext
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@export var vies = 3
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@onready var interact: AudioStreamPlayer2D = $Player/Interact
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@onready var vo_interjection: AudioStreamPlayer2D = $RightDoor/VOInterjection
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var is_interjection_next = false
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var current_info = 0
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@onready var vo_player_1: AudioStreamPlayer2D = $RightDoor/VOPlayer1
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@onready var vo_player_2: AudioStreamPlayer2D = $RightDoor/VOPlayer2
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@onready var vo_player_3: AudioStreamPlayer2D = $RightDoor/VOPlayer3
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@onready var vo_player_4: AudioStreamPlayer2D = $RightDoor/VOPlayer4
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@onready var vo_player_5: AudioStreamPlayer2D = $RightDoor/VOPlayer5
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@onready var vo_player_6: AudioStreamPlayer2D = $RightDoor/VOPlayer6
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@onready var vo_player_7: AudioStreamPlayer2D = $RightDoor/VOPlayer7
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@onready var vo_player_8: AudioStreamPlayer2D = $RightDoor/VOPlayer8
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@onready var vo_player_9: AudioStreamPlayer2D = $RightDoor/VOPlayer9
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@onready var vo_player_10: AudioStreamPlayer2D = $RightDoor/VOPlayer10
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@onready var vo_player_11: AudioStreamPlayer2D = $RightDoor/VOPlayer11
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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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# 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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vo_players.append(vo_player_1)
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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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vo_players.append(vo_player_12)
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func _on_interactible_triggered(event_id: String) -> void:
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interact.play()
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vies -= 1
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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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func _on_right_door_event_triggered(event_id: String) -> void:
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SceneLoader.load_scene(next_level)
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func _on_timer_between_vo_timeout() -> void:
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if is_interjection_next:
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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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