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02/23/2026 11:11 PM
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extends Node2D
@export var delivery_icon: Texture2D # optional overlay reward icon (can be null)
const LOCKER_NODE_NAME := "FoxpostSzekreny" # rename if your node is different
const EXIT_NODE_NAME := "ExitToHub"
var dialogue_ui
var note_ui
var fade_rect
var item_get_overlay
var main_ref
@onready var player = $Player
@onready var sfx_wrong: AudioStreamPlayer = get_node_or_null("Sounds/SFXWrong")
@onready var sfx_right: AudioStreamPlayer = get_node_or_null("Sounds/SFXRight")
@onready var exit_eicon: CanvasItem = get_node_or_null(EXIT_NODE_NAME + "/EIcon")
var has_package := false
var interaction_locked := false
@onready var locker = _get_interactable_by_name(LOCKER_NODE_NAME)
@onready var exit_to_hub = _get_interactable_by_name(EXIT_NODE_NAME)
# Optional spawn markers
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 if revisiting
has_package = GameState.unlock_home
if exit_eicon:
exit_eicon.visible = has_package
if locker != null:
locker.interacted.connect(_on_locker_interacted)
else:
push_error("Foxpost: Interactable not found: " + LOCKER_NODE_NAME)
if exit_to_hub != null:
exit_to_hub.interacted.connect(_on_exit_to_hub)
else:
push_error("Foxpost: ExitToHub interactable not found (optional).")
# -------------------------------------------------
# Robust UI binding (no dependency on Main bind_ui)
# -------------------------------------------------
func _ensure_ui_bound() -> bool:
if dialogue_ui != null:
return true
var root := get_tree().root
var ui_root := root.find_child("UIRoot", true, false)
if ui_root != null:
dialogue_ui = ui_root.get_node_or_null("DialogueUI")
note_ui = ui_root.get_node_or_null("NoteUI")
fade_rect = ui_root.get_node_or_null("FadeRect")
item_get_overlay = ui_root.get_node_or_null("ItemGetOverlay")
# main_ref is only needed for go_hub; we can survive without it
if main_ref == null:
main_ref = root.find_child("Main", true, false)
if dialogue_ui == null:
push_error("Foxpost: dialogue_ui is null. Could not find UIRoot/DialogueUI.")
return false
return true
# -------------------------------------------------
# Interactable resolver (node itself OR child named Interactable)
# -------------------------------------------------
func _get_interactable_by_name(node_name: String) -> Node:
var n := find_child(node_name, true, false)
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
# -------------------------------------------------
# Spawn
# -------------------------------------------------
func _apply_spawn_if_present() -> void:
if spawn_left == null or spawn_right == null:
return
var target := spawn_left if _spawn_from == "left" else spawn_right
player.set_can_move(false)
player.global_position = target.global_position
await get_tree().create_timer(0.2).timeout
player.set_can_move(true)
# -------------------------------------------------
# Choice helper
# -------------------------------------------------
func _connect_choice_once(handler: Callable) -> void:
if not _ensure_ui_bound():
return
if dialogue_ui.choice_selected.is_connected(handler):
dialogue_ui.choice_selected.disconnect(handler)
dialogue_ui.choice_selected.connect(handler, CONNECT_ONE_SHOT)
# -------------------------------------------------
# Reinteraction lock (closable with E)
# -------------------------------------------------
func _show_reinteraction_line(speaker: String, text: String) -> void:
if not _ensure_ui_bound():
return
if interaction_locked:
return
interaction_locked = true
player.set_can_move(false)
await get_tree().process_frame
while Input.is_action_pressed("interact"):
await get_tree().process_frame
dialogue_ui.show_dialogue(speaker, text, null, [])
while dialogue_ui != null and dialogue_ui.is_typing():
await get_tree().process_frame
while true:
await get_tree().process_frame
if Input.is_action_just_pressed("interact"):
if dialogue_ui != null:
dialogue_ui.hide_dialogue()
break
while Input.is_action_pressed("interact"):
await get_tree().process_frame
await get_tree().create_timer(0.05).timeout
player.set_can_move(true)
interaction_locked = false
# -------------------------------------------------
# Main interaction
# -------------------------------------------------
func _on_locker_interacted() -> void:
if has_package:
await _show_reinteraction_line("Foxpost szekrény", "Már megvan a csomagod.")
return
if interaction_locked:
return
interaction_locked = true
player.set_can_move(false)
await get_tree().process_frame
while Input.is_action_pressed("interact"):
await get_tree().process_frame
_show_picker()
func _show_picker() -> void:
if not _ensure_ui_bound():
player.set_can_move(true)
interaction_locked = false
return
dialogue_ui.show_dialogue(
"Foxpost szekrény",
"",
null,
[
{"label": "21-es rekesz"},
{"label": "32-es rekesz"},
{"label": "53-as rekesz"},
{"label": "64-es rekesz"},
]
)
_connect_choice_once(_on_picker_choice)
func _on_picker_choice(i: int) -> void:
match i:
0, 1, 3:
_wrong_choice()
2:
await _right_choice()
func _wrong_choice() -> void:
if sfx_wrong != null and sfx_wrong.stream != null:
sfx_wrong.play()
dialogue_ui.show_dialogue(
"Foxpost szekrény",
"Sajnos ez nem az. Próbálj egy másikat.",
null,
[]
)
# Wait until typing ends, then return to picker automatically
await _wait_typing_done()
_show_picker()
func _right_choice() -> void:
if sfx_right != null and sfx_right.stream != null:
sfx_right.play()
dialogue_ui.show_dialogue(
"Foxpost szekrény",
"**A rekesz kinyílik...**\n\nVedd át a csomagod, már régóta vár rád.",
null,
[]
)
# Wait until typing ends, then grant reward (no extra click needed)
await _wait_typing_done()
has_package = true
GameState.unlock_home = true
if exit_eicon:
exit_eicon.visible = true
# Optional overlay reward animation
if delivery_icon != null:
await _play_item_get_sequence(delivery_icon)
# Now let player close with E and move on
while true:
await get_tree().process_frame
if Input.is_action_just_pressed("interact"):
if dialogue_ui != null:
dialogue_ui.hide_dialogue()
break
while Input.is_action_pressed("interact"):
await get_tree().process_frame
player.set_can_move(true)
interaction_locked = false
func _wait_typing_done() -> void:
while dialogue_ui != null and dialogue_ui.is_typing():
await get_tree().process_frame
# -------------------------------------------------
# Exit
# -------------------------------------------------
func _on_exit_to_hub() -> void:
if not has_package:
return
if main_ref != null and main_ref.has_method("go_hub"):
main_ref.go_hub("left")
# -------------------------------------------------
# Optional reward overlay
# -------------------------------------------------
func _play_item_get_sequence(texture: Texture2D) -> void:
if fade_rect == null or item_get_overlay == null:
return
var icon := item_get_overlay.get_node("Center/ItemIcon") as TextureRect
if icon == null:
return
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)
var t := create_tween()
t.tween_property(fade_rect, "modulate:a", 1.0, 0.25)
await t.finished
var t2 := create_tween()
t2.tween_property(icon, "modulate:a", 1.0, 0.2)
await t2.finished
await get_tree().create_timer(0.4).timeout
var t3 := create_tween()
t3.tween_property(icon, "modulate:a", 0.0, 0.2)
await t3.finished
item_get_overlay.visible = false
var t4 := create_tween()
t4.tween_property(fade_rect, "modulate:a", 0.0, 0.25)
await t4.finished
fade_rect.visible = falseEditor is loading...
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