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02/24/2026 12:49 AM
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extends Node2D
@export var pultos_portrait: Texture2D
@export var drink_token_icon: Texture2D # reward icon shown in overlay
var dialogue_ui
var note_ui
var fade_rect
var item_get_overlay
var main_ref
@onready var player = $Player
@onready var pultos_eicon: CanvasItem = get_node_or_null("Pultos/EIcon")
@onready var pultos = _get_pultos_interactable()
@onready var exit_to_hub = _get_exit_interactable()
@onready var exit_eicon: CanvasItem = get_node_or_null("ExitToHub/EIcon")
var has_reward := false
# Locks any interaction while we are showing post-reward lines or playing reward sequence
var interaction_locked := false
# Optional per-scene spawn (only works if you add these Marker2D nodes)
var _spawn_from := "left"
@onready var spawn_left: Marker2D = get_node_or_null("SpawnLeft")
@onready var spawn_right: Marker2D = get_node_or_null("SpawnRight")
func set_spawn_from(side: String) -> void:
_spawn_from = side
func bind_ui(d, n, f, i, m) -> void:
dialogue_ui = d
note_ui = n
fade_rect = f
item_get_overlay = i
main_ref = m
func _ready() -> void:
await _apply_spawn_if_present()
# Persist state if you revisit the scene
has_reward = GameState.unlock_bank_center
if has_reward:
if exit_eicon:
exit_eicon.visible = true
if pultos_eicon:
pultos_eicon.visible = false
else:
if exit_eicon:
exit_eicon.visible = false
if pultos != null and pultos.has_signal("interacted"):
pultos.interacted.connect(_on_pultos_interacted)
else:
push_error("Aurora: Pultos Interactable not found. Name the node 'Pultos' and attach Interactable.gd (or add a child named 'Interactable').")
# Exit wiring
if exit_to_hub != null and exit_to_hub.has_signal("interacted"):
exit_to_hub.interacted.connect(_on_exit_to_hub)
else:
push_error("Aurora: ExitToHub interactable not found. Make sure node is named 'ExitToHub' and has Interactable.gd (or a child 'Interactable').")
func _get_exit_interactable() -> Node:
var n := get_node_or_null("ExitToHub")
if n == null:
return null
if n.has_signal("interacted"):
return n
var child := n.get_node_or_null("Interactable")
if child != null and child.has_signal("interacted"):
return child
return null
func _get_pultos_interactable() -> Node:
var n := get_node_or_null("Pultos")
if n == null:
return null
if n.has_signal("interacted"):
return n
var child := n.get_node_or_null("Interactable")
if child != null and child.has_signal("interacted"):
return child
return null
func _apply_spawn_if_present() -> void:
if spawn_left == null or spawn_right == null:
return
var target: Marker2D = spawn_left if _spawn_from == "left" else spawn_right
if target == null:
return
player.set_can_move(false)
var offset := Vector2(-32, 0) if _spawn_from == "left" else Vector2(32, 0)
player.global_position = target.global_position + offset
var t := create_tween()
t.tween_property(player, "global_position", target.global_position, 0.35)\
.set_trans(Tween.TRANS_SINE)\
.set_ease(Tween.EASE_OUT)
await t.finished
player.set_can_move(true)
# -------------------------------------------------
# Choice connection helper (prevents double replies)
# -------------------------------------------------
func _connect_choice_once(handler: Callable) -> void:
if dialogue_ui == null:
push_error("Aurora: dialogue_ui is null (bind_ui not called?)")
return
if dialogue_ui.choice_selected.is_connected(handler):
dialogue_ui.choice_selected.disconnect(handler)
dialogue_ui.choice_selected.connect(handler, CONNECT_ONE_SHOT)
# -------------------------------------------------
# Debounced "press E to close dialogue" helper
# - Lets typewriter finish (DialogueUI handles E for rushing)
# - Then waits for a FRESH E press to close
# -------------------------------------------------
func _close_after_fresh_e() -> void:
# Wait until typing ends
while dialogue_ui != null and dialogue_ui.is_typing():
await get_tree().process_frame
# Debounce: wait release (if player is holding interact)
while Input.is_action_pressed("interact"):
await get_tree().process_frame
# Fresh E press to close
while true:
await get_tree().process_frame
if Input.is_action_just_pressed("interact"):
if dialogue_ui != null:
dialogue_ui.hide_dialogue()
break
# Wait for release to avoid instant re-trigger
while Input.is_action_pressed("interact"):
await get_tree().process_frame
await get_tree().create_timer(0.05).timeout
# -------------------------------------------------
# Post-reward reinteraction line (debounced)
# -------------------------------------------------
func _show_reinteraction_line(speaker: String, text: String, portrait: Texture2D) -> void:
if interaction_locked:
return
interaction_locked = true
player.set_can_move(false)
# Debounce the interact press that triggered the interaction
await get_tree().process_frame
while Input.is_action_pressed("interact"):
await get_tree().process_frame
dialogue_ui.show_dialogue(speaker, text, portrait, [])
await _close_after_fresh_e()
player.set_can_move(true)
interaction_locked = false
# -------------------------------------------------
# Exit back to hub
# -------------------------------------------------
func _on_exit_to_hub() -> void:
if interaction_locked:
return
if not has_reward:
return
if exit_eicon:
exit_eicon.visible = false
if main_ref != null and main_ref.has_method("go_hub"):
main_ref.go_hub("left")
else:
push_error("Aurora: main_ref.go_hub missing")
# -------------------------------------------------
# Interaction entry
# -------------------------------------------------
func _on_pultos_interacted() -> void:
if interaction_locked:
return
if has_reward:
await _show_reinteraction_line(
"Pultos",
"Rádnéz, aztán a pultra.\n„Már megkaptad a tokent.”\n„Ne legyél telhetetlen.”",
pultos_portrait
)
return
player.set_can_move(false)
_stage_start()
func _stage_start() -> void:
dialogue_ui.show_dialogue(
"Pultos",
"Fél szemmel mér végig, mert közben valakivel beszélget a pult mögött.\n„Szia.”\n„Mit kérsz?”",
pultos_portrait,
[
{"label": "Egy fröccsöt."},
{"label": "Egy gin tonic-ot."},
{"label": "Egy zéró kólát."},
{"label": "Még gondolkodom."},
]
)
_connect_choice_once(_choice_start)
func _choice_start(i: int) -> void:
match i:
0:
_to_beer_picker("„Ugyan már. Te általában sörös vagy. Milyet kérsz?”")
1:
_to_beer_picker("„Ugyan már. Te általában sörös vagy. Milyet kérsz?”")
2:
_to_beer_picker("„Ugyan már. Te általában sörös vagy. Milyet kérsz?”")
3:
_return_to_start("„Figyelj, ha nem kérsz valamit állj ki a sorból.”")
func _return_to_start(reply: String) -> void:
dialogue_ui.show_dialogue(
"Pultos",
reply,
pultos_portrait,
[
{"label": "Egy fröccsöt."},
{"label": "Egy gin tonic-ot."},
{"label": "Egy zéró kólát."},
{"label": "Még gondolkodom."},
]
)
_connect_choice_once(_choice_start)
# -------------------------------------------------
# Beer picker -> birthday line -> reaction
# -------------------------------------------------
func _to_beer_picker(prompt: String) -> void:
dialogue_ui.show_dialogue(
"Pultos",
prompt,
pultos_portrait,
[
{"label": "Lager"},
{"label": "IPA"},
{"label": "Búza"},
{"label": "Barna"},
]
)
_connect_choice_once(_choice_beer)
func _choice_beer(_i: int) -> void:
_stage_birthday_line("Akkor egy szülinapi korsó rendel. Remélem első a sok közül.")
func _stage_birthday_line(prompt: String) -> void:
dialogue_ui.show_dialogue(
"Pultos",
prompt,
pultos_portrait,
[
{"label": "Tessék?"},
{"label": "Honnan tudod ezt?"},
{"label": "Itt a falnak is füle van."},
]
)
_connect_choice_once(_choice_birthday_react)
func _choice_birthday_react(i: int) -> void:
match i:
0:
_stage_volunteer_info("Mindent tudok az önkéntesekről.")
1:
_stage_volunteer_info("Mindent tudok az önkéntesekről.")
2:
_stage_after_wall_ears()
func _stage_after_wall_ears() -> void:
dialogue_ui.show_dialogue(
"Pultos",
"„Aha.”\n„Ez egy kicsi hely.”\nEgy pillanatra visszanéz a pult mögé, aztán megint rád.\n„De nem ezért mondtam.”",
pultos_portrait,
[
{"label": "Hanem miért mondtad?"},
{"label": "Oké. Csak mondd."},
{"label": "Jó, hagyjuk."},
]
)
_connect_choice_once(_choice_after_wall_ears)
func _choice_after_wall_ears(i: int) -> void:
match i:
0:
_stage_volunteer_info("Mindent tudok az önkéntesekről.")
1:
_stage_volunteer_info("Mindent tudok az önkéntesekről.")
2:
_stage_volunteer_info("Mindent tudok az önkéntesekről.")
# -------------------------------------------------
# Volunteer info -> straight to reward (no preface menu)
# -------------------------------------------------
func _stage_volunteer_info(line: String) -> void:
dialogue_ui.show_dialogue(
"Pultos",
line,
pultos_portrait,
[
{"label": "Ez most… komoly?"},
{"label": "Oké. Akkor mi lesz?"},
{"label": "Jó, értem."},
]
)
_connect_choice_once(_choice_volunteer_info)
func _choice_volunteer_info(_i: int) -> void:
await _grant_reward()
# -------------------------------------------------
# Reward (FIXED: wait for fresh E before continuing)
# -------------------------------------------------
func _grant_reward() -> void:
if interaction_locked:
return
interaction_locked = true
has_reward = true
GameState.unlock_bank_center = true
dialogue_ui.show_dialogue(
"Pultos",
"„Ez most ingyen volt, és tessék itt egy kedvezmény token máskorra.\nNe vitázz, a közös jattos üvegből van, nem tőlem személyesen, nyugi.\n\nJa, amúgy a többiek ezt adták ide a feminista fesztivál után, hogy a zsebedből esett ki.\n*felmutat egy kettétört beléptetőkártyát*\nGondolom valami irodás cucc, lehet újat kellene csináltatnod.”",
pultos_portrait,
[]
)
# Let E finish the typewriter, then require a fresh E to close (so player can actually read).
await _close_after_fresh_e()
await _play_item_get_sequence(drink_token_icon)
if pultos_eicon:
pultos_eicon.visible = false
# Enable exit prompt after reward
if exit_eicon:
exit_eicon.visible = true
player.set_can_move(true)
interaction_locked = false
# -------------------------------------------------
# Item get sequence (same as corridor)
# -------------------------------------------------
func _play_item_get_sequence(texture: Texture2D) -> void:
if fade_rect == null or item_get_overlay == null:
push_error("Aurora: Missing fade_rect / item_get_overlay")
return
if texture == null:
push_error("Aurora: Reward texture is null")
return
var icon := item_get_overlay.get_node("Center/ItemIcon") as TextureRect
if icon == null:
push_error("Aurora: ItemGetOverlay missing Center/ItemIcon")
return
player.set_can_move(false)
fade_rect.visible = true
fade_rect.modulate.a = 0.0
item_get_overlay.visible = true
icon.visible = true
icon.texture = texture
icon.modulate = Color(1, 1, 1, 0)
icon.scale = Vector2(1.0, 1.0)
var t := create_tween()
t.set_pause_mode(Tween.TWEEN_PAUSE_PROCESS)
t.tween_property(fade_rect, "modulate:a", 1.0, 0.25).set_trans(Tween.TRANS_SINE).set_ease(Tween.EASE_OUT)
await t.finished
var t2 := create_tween()
t2.set_pause_mode(Tween.TWEEN_PAUSE_PROCESS)
t2.tween_property(icon, "modulate:a", 1.0, 0.18).set_trans(Tween.TRANS_SINE).set_ease(Tween.EASE_OUT)
t2.parallel().tween_property(icon, "scale", Vector2(1.12, 1.12), 0.18).set_trans(Tween.TRANS_SINE).set_ease(Tween.EASE_OUT)
t2.tween_property(icon, "scale", Vector2(1.0, 1.0), 0.18).set_trans(Tween.TRANS_SINE).set_ease(Tween.EASE_IN)
t2.tween_property(icon, "scale", Vector2(1.16, 1.16), 0.20).set_trans(Tween.TRANS_SINE).set_ease(Tween.EASE_OUT)
t2.tween_property(icon, "scale", Vector2(1.0, 1.0), 0.20).set_trans(Tween.TRANS_SINE).set_ease(Tween.EASE_IN)
t2.tween_interval(0.25)
t2.tween_property(icon, "modulate:a", 0.0, 0.20).set_trans(Tween.TRANS_SINE).set_ease(Tween.EASE_IN)
await t2.finished
icon.visible = false
item_get_overlay.visible = false
var t3 := create_tween()
t3.set_pause_mode(Tween.TWEEN_PAUSE_PROCESS)
t3.tween_property(fade_rect, "modulate:a", 0.0, 0.25).set_trans(Tween.TRANS_SINE).set_ease(Tween.EASE_IN)
await t3.finished
fade_rect.visible = false
player.set_can_move(true)Editor is loading...
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