Files
scrap-signal/levels/atelier/passage_trigger.gd

49 lines
1.2 KiB
GDScript

class_name PassageTrigger
extends Area2D
# Les layers à rendre visibles quand le trigger s'active
@export var layer_sol : TileMapLayer
@export var layer_murs : TileMapLayer
@export var layer_murs_derriere : TileMapLayer
@export var hidden_door : Door
@export var hidden_object : Circuit
# Le layer qui cache le passage — à désactiver
@export var layer_cache : TileMapLayer
var _triggered: bool = false
func _ready() -> void:
# Au départ, sol et murs sont cachés
if layer_sol:
layer_sol.enabled = false
if layer_murs:
layer_murs.enabled = false
if layer_murs_derriere:
layer_murs.enabled = false
if hidden_door:
hidden_door.visible = false
if hidden_object:
hidden_object.visible = false
body_entered.connect(_on_body_entered)
func _on_body_entered(body: Node2D) -> void:
if _triggered or not body.is_in_group("player"):
return
_triggered = true
_reveal_passage()
func _reveal_passage() -> void:
if layer_sol:
layer_sol.enabled = true
if layer_murs:
layer_murs.enabled = true
if layer_murs_derriere:
layer_murs.enabled = true
if hidden_door:
hidden_door.visible = true
if hidden_object:
hidden_object.visible = true
if layer_cache:
layer_cache.enabled = false