Table of Contents
src / dialogue / chapters / 1 / goal / goal.gd
Attached Scenes
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()