ja
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@@ -8,6 +8,21 @@ size = Vector3(1.5, 3, 0.2)
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[sub_resource type="BoxShape3D" id="BoxShape3D_pejvk"]
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[sub_resource type="BoxShape3D" id="BoxShape3D_pejvk"]
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size = Vector3(1.5, 3, 0.2)
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size = Vector3(1.5, 3, 0.2)
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[sub_resource type="Animation" id="Animation_hlq2m"]
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length = 0.001
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tracks/0/type = "value"
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tracks/0/imported = false
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tracks/0/enabled = true
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tracks/0/path = NodePath(".:position")
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tracks/0/interp = 1
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tracks/0/loop_wrap = true
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tracks/0/keys = {
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"times": PackedFloat32Array(0),
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"transitions": PackedFloat32Array(1),
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"update": 0,
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"values": [Vector3(0, 0, 0)]
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}
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[sub_resource type="Animation" id="Animation_53g2p"]
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[sub_resource type="Animation" id="Animation_53g2p"]
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resource_name = "open"
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resource_name = "open"
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length = 0.5
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length = 0.5
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@@ -24,21 +39,6 @@ tracks/0/keys = {
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"values": [Vector3(0, 0, 0), Vector3(1.4, 0, 0)]
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"values": [Vector3(0, 0, 0), Vector3(1.4, 0, 0)]
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}
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}
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[sub_resource type="Animation" id="Animation_hlq2m"]
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length = 0.001
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tracks/0/type = "value"
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tracks/0/imported = false
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tracks/0/enabled = true
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tracks/0/path = NodePath(".:position")
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tracks/0/interp = 1
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tracks/0/loop_wrap = true
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tracks/0/keys = {
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"times": PackedFloat32Array(0),
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"transitions": PackedFloat32Array(1),
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"update": 0,
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"values": [Vector3(0, 0, 0)]
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}
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[sub_resource type="AnimationLibrary" id="AnimationLibrary_r8evj"]
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[sub_resource type="AnimationLibrary" id="AnimationLibrary_r8evj"]
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_data = {
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_data = {
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"RESET": SubResource("Animation_hlq2m"),
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"RESET": SubResource("Animation_hlq2m"),
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@@ -14,3 +14,6 @@ func complete():
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uncompleted -= 1
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uncompleted -= 1
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if uncompleted == 0:
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if uncompleted == 0:
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unlock.emit()
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unlock.emit()
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func uncomplete():
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pass #TODO
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@@ -3,3 +3,5 @@ extends Node3D
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@onready var anim: AnimationPlayer = $AnimationPlayer
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@onready var anim: AnimationPlayer = $AnimationPlayer
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func open(): anim.play("open")
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func open(): anim.play("open")
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func close(): anim.play_backwards("open")
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@@ -4,4 +4,4 @@ extends Completer
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func _on_interaction_area_interacted():
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func _on_interaction_area_interacted():
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animation_player.play("press")
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animation_player.play("press")
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completed.emit()
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super.toggle_complete()
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@@ -1,4 +1,16 @@
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extends Node
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extends Node
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class_name Completer
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class_name Completer
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@export var one_shot: bool
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signal completed
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signal completed
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signal uncompleted
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var toggle: bool = true
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func toggle_complete():
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toggle = !toggle
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if one_shot || toggle:
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completed.emit()
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else:
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uncompleted.emit()
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