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02/23/2026 2:49 AM
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extends Node2D
@export var delivery_item_icon: Texture2D # reward icon shown in overlay
@export var correct_box_index: int = 2 # 0-based index in `boxes` array
var dialogue_ui
var note_ui
var fade_rect
var item_get_overlay
var main_ref
@onready var player = $Player
# Put your box Interactable nodes into this array in the Inspector OR fetch them in _ready.
@export var boxes: Array[NodePath] = []
@onready var beep_wrong: AudioStreamPlayer = $Sounds/BeepWrong
@onready var beep_right: AudioStreamPlayer = $Sounds/BeepRight
var has_reward := false
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()
_wire_boxes()
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)
# -------------------------------------------------
# Dialogue choice helper
# -------------------------------------------------
func _connect_choice_once(handler: Callable) -> void:
if dialogue_ui == null:
push_error("Foxpost: 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)
# -------------------------------------------------
# Wire up box interactables
# -------------------------------------------------
func _wire_boxes() -> void:
if boxes.is_empty():
push_error("Foxpost: boxes array is empty. Assign box interactable NodePaths in Inspector.")
return
for idx in range(boxes.size()):
var n := get_node_or_null(boxes[idx])
if n == null:
push_error("Foxpost: Missing box node at path: " + str(boxes[idx]))
continue
# supports either the node itself has interacted, or it has a child named Interactable
var interactable := n
if not interactable.has_signal("interacted"):
var child := n.get_node_or_null("Interactable")
if child != null and child.has_signal("interacted"):
interactable = child
if interactable == null or not interactable.has_signal("interacted"):
push_error("Foxpost: Node has no interacted signal at: " + str(boxes[idx]))
continue
# bind index into callable
interactable.interacted.connect(func(): _on_box_interacted(idx))
# -------------------------------------------------
# Box interaction
# -------------------------------------------------
func _on_box_interacted(idx: int) -> void:
if has_reward:
return
player.set_can_move(false)
if idx == correct_box_index:
await _handle_right_box()
else:
_handle_wrong_box(idx)
func _handle_wrong_box(_idx: int) -> void:
if beep_wrong:
beep_wrong.play()
dialogue_ui.show_dialogue(
"Foxpost",
"Ráteszed a kezed.\nMeg se moccan.\n\nNem ez az.",
null,
[
{"label": "Bezár"}
]
)
_connect_choice_once(_close_after_wrong)
func _close_after_wrong(_i: int) -> void:
if dialogue_ui:
dialogue_ui.hide_dialogue()
player.set_can_move(true)
func _handle_right_box() -> void:
if beep_right:
beep_right.play()
dialogue_ui.show_dialogue(
"Foxpost",
"Ráteszed a kezed.\nEgy pillanat…\n\nNyílik.",
null,
[]
)
# wait until typing is done, then wait for E to close
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:
dialogue_ui.hide_dialogue()
break
has_reward = true
GameState.unlock_home = true
await _play_item_get_sequence(delivery_item_icon)
# Send player to final scene
if main_ref != null and main_ref.has_method("go_home"):
main_ref.go_home("right")
else:
push_error("Foxpost: main_ref.go_home missing")
# -------------------------------------------------
# Reward animation (same pattern as other scenes)
# -------------------------------------------------
func _play_item_get_sequence(texture: Texture2D) -> void:
if fade_rect == null or item_get_overlay == null or texture == 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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