cirnogodot/Scenes/Interactable.cs

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using Godot;
using System;
using System.Diagnostics;
public partial class Interactable : Area2D
{
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[Export] public Activable Target { get; set; }
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[Export] public bool RequiresKeycard { get; set; }
private InventoryManager _inventoryManager;
public override void _Ready()
{
_inventoryManager = GetNode<InventoryManager>("/root/GameScene/InventoryManager");
}
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public void Activate()
{
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if (RequiresKeycard) {
if (_inventoryManager.RedKeycard) {
Target?.Activate();
}
}
else
{
Target?.Activate();
}
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}
}