src / dialogue / chapters / 1 / goal / goal.gd

Code

extends Node2D

signal event(event_name: String)
signal finished

@onready var started : bool = false


func _ready() -> void:
	%MonumentDescription.hide()


func start() -> void:
	started = true
	%Dialogue.start()
	event.emit('started')


func ligth_firewood() -> void:
	%Bonfire.fire()


func _on_description_area_entered(_area: Area2D) -> void:
	%MonumentDescription.show()


func _on_description_area_area_exited(_area: Area2D) -> void:
	%MonumentDescription.hide()


func _on_area_entered(_area: Area2D) -> void:
	if not started: start()


func _on_dialogue_event(event_name: String) -> void:
	if %AnimationPlayer.has_animation(event_name):
		%AnimationPlayer.play(event_name)
	event.emit(event_name)


func _on_dialogue_finished() -> void:
	finished.emit()