Alarm detection

This commit is contained in:
Marco 2025-02-04 13:47:29 +01:00
commit b25207f2cc
4 changed files with 16 additions and 18 deletions

View file

@ -5,19 +5,19 @@ namespace Cirno.Scripts.Interactables;
public partial class AlarmBox : Interactable
{
private GameManager _gameManager;
private AlarmManager _alarmManager;
private AnimatedSprite2D _sprite;
public override void _Ready()
{
base._Ready();
_gameManager = GetNode<GameManager>("/root/GameScene");
_alarmManager = GetNode<AlarmManager>("/root/GameScene/AlarmManager");
_sprite = GetNode<AnimatedSprite2D>("AnimatedSprite2D");
_gameManager.AlarmManager.AlarmEnabled += AlarmManagerOnAlarmEnabled;
_alarmManager.AlarmEnabled += AlarmManagerOnAlarmEnabled;
_gameManager.AlarmManager.AlarmDisabled += AlarmManagerOnAlarmDisabled;
_alarmManager.AlarmDisabled += AlarmManagerOnAlarmDisabled;
}
@ -35,9 +35,9 @@ public partial class AlarmBox : Interactable
public override bool Activate()
{
if (MeetsRequirements() && _gameManager.AlarmManager.IsAlarmOn)
if (MeetsRequirements() && _alarmManager.IsAlarmOn)
{
_gameManager.AlarmManager.DisableAlarm();
_alarmManager.DisableAlarm();
// disable alarm
GD.Print("Alarm disabled");