initial
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48
scenes/farmhouse/farmhouse.gd
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48
scenes/farmhouse/farmhouse.gd
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extends Scene
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# Declare member variables here. Examples:
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# var a = 2
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# var b = "text"
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signal entered_from_pasture
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var target: Vector2
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# Called when the node enters the scene tree for the first time.
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func _ready():
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super()
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pass # Replace with function body.
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func _process(delta):
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super(delta)
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#var cam = get_viewport().get_camera_2d()
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#if target:
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#
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#cam.global_position = $SetPiece/thingpoint.global_position #+= ($SetPiece/thingpoint.global_position - cam.global_position).normalized() * 5000.0 * delta
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#cam.zoom = lerp(cam.zoom, Vector2(1.5, 1.5), 1.15 * delta)
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#else:
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#cam.position=Vector2(0,0)
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#super(delta)
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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#func _process(delta):
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# pass
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var pasture = preload("res://scenes/healer_pasture/healer_pasture.tscn")
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func _on_pasture_exit_interacted():
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var path = NavigationServer2D.map_get_path(self.map, self.pathfind.to_local(self.ego.global_position), pathfind.to_local($"pasture-exit-point".global_position), true)
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start_main_script(ScriptBuilder.init(ScriptBuilder.walk_path(self.ego, path))
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.and_then(ScriptBuilder.transition(self, pasture, "healers-exit-point"))
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.and_then(ScriptBuilder.walk_to_deferred("healers-exit-point", "healers-entrance-point"))
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.can_interrupt().build(self, "_on_script_complete"))
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func _on_entered_from_pasture():
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print("HERRREERERE")
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func _on_set_piece_interacted():
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target = $SetPiece/thingpoint.global_position
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$AnimationPlayer.play("focus_thing")
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