bugfix: hide "press e to..." after taking items
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7108d8394e
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ae84dc0346
@ -78,6 +78,7 @@ func _ready():
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_lookCast.cast_to = Vector3(0, 0, INTERACT_DISTANCE)
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_lookCast.cast_to = Vector3(0, 0, INTERACT_DISTANCE)
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_inventory = get_node("HUD")
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_inventory = get_node("HUD")
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assert(null != _inventory)
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# Set special fast time when in labyrinth
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# Set special fast time when in labyrinth
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if IsInLabyrinth:
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if IsInLabyrinth:
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@ -164,7 +165,6 @@ func process_collision_layers():
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func check_interact():
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func check_interact():
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if _lookCast.is_colliding():
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if _lookCast.is_colliding():
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var collider = _lookCast.get_collider()
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var collider = _lookCast.get_collider()
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if null != collider and collider.is_in_group("Touchables"):
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if null != collider and collider.is_in_group("Touchables"):
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#show interact tooltip
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#show interact tooltip
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_labelInteract.show()
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_labelInteract.show()
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@ -181,8 +181,8 @@ func check_interact():
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collider.do_interact(self)
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collider.do_interact(self)
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if collider.is_in_group("Collectibles"):
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if collider.is_in_group("Collectibles"):
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_inventory.add_item(collider.name)
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_inventory.add_item(collider.name)
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#bugfix: remove _prev_look after taken
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_prev_look = null # remove after taken
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_prev_look = null
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_labelInteract.hide()
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else:
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else:
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#stop showing interact tooltip and disable outline
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#stop showing interact tooltip and disable outline
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_labelInteract.hide()
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_labelInteract.hide()
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@ -253,14 +253,12 @@ func _on_respawn ():
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yield(_animationFadeOut, "animation_finished")
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yield(_animationFadeOut, "animation_finished")
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_animationFadeOut.seek(0, true)
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_animationFadeOut.seek(0, true)
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# reset values
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Daytime._set_time(0)
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Daytime._set_time(0)
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Logger.info("save areas: " + String(_save_areas))
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#Logger.info("save areas: " + String(_save_areas))
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if _save_areas < 1 and not IsInLabyrinth:
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if _save_areas < 1 and not IsInLabyrinth:
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Logger.info("reload scene")
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Logger.info("reload scene")
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Pills._set_level(Pills.get_max())
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Pills._set_level(Pills.get_max())
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get_tree().reload_current_scene()
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get_tree().reload_current_scene()
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