2025-01-30 17:24:40 +01:00
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using Cirno.Scripts.Resources;
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using Godot;
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using Godot.Collections;
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2025-01-28 14:05:38 +01:00
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2025-01-30 17:24:40 +01:00
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namespace Cirno.Scripts;
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public partial class Chest : Interactable
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{
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[Export] public Array<LootItem> LootTable = new Array<LootItem>();
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[Export] public ChestState State = ChestState.Closed;
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private AnimatedSprite2D _sprite;
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public override bool Activate()
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{
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GD.Print("Attempting to open chest");
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if (State != ChestState.Closed) return false;
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if (!MeetsRequirements()) return false;
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foreach (var item in LootTable)
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{
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_inventoryManager.AddItem(item);
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}
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_sprite.Play("Opening");
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State = ChestState.Open;
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return true;
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}
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public override void _Ready()
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{
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base._Ready();
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_sprite = GetNode<AnimatedSprite2D>("AnimatedSprite2D");
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}
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public override bool CanActivate()
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{
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return State == ChestState.Closed;
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}
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}
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public enum ChestState
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{
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Closed,
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Open,
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Destroyed
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}
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