tweak: doors unlock the collider on the up flank
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efc2488dff
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2b949d8e73
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@ -10,8 +10,4 @@ class_name SubwayTrain
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else:
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else:
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%TrainModel/AnimationPlayer.play("door_close")
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%TrainModel/AnimationPlayer.play("door_close")
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func _ready() -> void:
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%FrontWallClosed.disabled = door_open
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%TrainModel/AnimationPlayer.animation_finished.connect(_on_animation_finished)
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func _on_animation_finished(_discard) -> void:
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%FrontWallClosed.disabled = door_open
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@ -31,6 +31,9 @@ var tween: Tween = null
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func _ready() -> void:
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func _ready() -> void:
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assert(note and frame and canvas_layer, "Interactable must have views and frame attached")
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assert(note and frame and canvas_layer, "Interactable must have views and frame attached")
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# how did this ever work?
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await get_tree().process_frame
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if interaction:
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if interaction:
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playable = interaction.instantiate() as Control
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playable = interaction.instantiate() as Control
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canvas_layer.add_child(playable)
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canvas_layer.add_child(playable)
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@ -38,7 +41,7 @@ func _ready() -> void:
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view.scale = Vector3.ZERO
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view.scale = Vector3.ZERO
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frame.modulate.a = 0.0
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frame.modulate.a = 0.0
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light.visible = false
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light.visible = false
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Scenes.player_enable.connect(_player_active) # TODO: do I have to clean this up?
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Scenes.player_enable.connect(_player_active) # TODO: do I have to clean this up?
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@ -78,7 +81,7 @@ func expand() -> void:
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func collapse() -> void:
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func collapse() -> void:
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if not shown: return
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if not shown: return
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shown = false
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shown = false
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if tween: tween.kill()
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if tween: tween.kill()
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tween = create_tween().set_ease(Tween.EASE_IN).set_trans(Tween.TRANS_BACK)
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tween = create_tween().set_ease(Tween.EASE_IN).set_trans(Tween.TRANS_BACK)
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tween.parallel().tween_property(view, "scale", Vector3.ZERO, 0.3)
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tween.parallel().tween_property(view, "scale", Vector3.ZERO, 0.3)
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@ -171,10 +174,10 @@ func play_burner() -> void:
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func interact() -> void:
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func interact() -> void:
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Scenes.player_enable.emit(false)
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Scenes.player_enable.emit(false)
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# we must wait for our own collapse, so it doesnt change its caption while the canvas shows
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# we must wait for our own collapse, so it doesnt change its caption while the canvas shows
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await collapse()
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await collapse()
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get_tree().call_group("interactables", "collapse")
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get_tree().call_group("interactables", "collapse")
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if playable is StoryPlayable:
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if playable is StoryPlayable:
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