class_name YouthRoom extends RoomTemplate ## Used by the room system when this room becomes active # var is_active: bool = false # Reminder, do not uncomment, this field is inherited from RoomTemplate! @onready var card_picker: CardPicker = %Picker @onready var ui: Control = %UI func start_room(): super.start_room() %UI.show() await Main.curtain.open() # To start breathing etc. %PlayerController.process_mode = PROCESS_MODE_INHERIT # Skip intro if already loaded. if not Scenes.is_sequence_repeating(Scenes.id.YOUTH_DRAVEN): # Play intro scene directly (not triggered by CollectableUi) await _play_intro_scene() else: %LightAnimation.lights_on() Scenes.player_enable.emit(true) func _play_intro_scene() -> void: # The intro scene is auto-played, not triggered by CollectableUi var intro: Interactable = $logic/CeilingInteractable await intro.interact() func get_ready(): super.get_ready() prints("indeed") Scenes.scene_finished.connect(_on_scene_finished) card_board.board_completed.connect(func(): %DoorInteractable.show() if not save_game.is_childhood_board_complete: save_game.is_childhood_board_complete = true save_room() ) pull_save_state(State.save_game) card_board.closed.connect(save_room) card_picker.cards_picked.connect(card_board.populate_board) ui.hide() $sfx/distant_rain.play() $"sfx/rain on window".play() await get_tree().process_frame func pull_save_state(save: SaveGame) -> void: save_game = save save_game.current_room = id # Load board state from save first, before overwriting it card_board.initialise_from_save(save_game) Scenes.started_sequences = save_game.mementos_complete Scenes.completed_sequences = save_game.mementos_complete # Call parent to restore player position super.pull_save_state(save) func _on_scene_finished(_id: int, _repeat:bool): await get_tree().create_timer(3).timeout save_room() func save_room(): # Update board state before saving card_board.save_to_resource(save_game) save_game.mementos_complete = Scenes.completed_sequences super.save_room() ## Override to handle scene-specific preparation (chest reveal animation) func prepare_scene_start(scene_id: Scenes.id, is_repeating: bool) -> void: # Only play chest reveal on first playthrough of voice training scene if scene_id == Scenes.id.YOUTH_VOICE_TRAINING and not is_repeating: await play_chest_reveal() # Called when voice training scene starts func play_chest_reveal() -> void: $visuals/AnimationPlayer.play("chest_reveal") $visuals/SecondaryAnimation.play("chest_reveal") await $visuals/AnimationPlayer.animation_finished