Continue refactoring look script handlers to use ScriptBuilder.narrate() instead of ScriptBuilder.say() for better semantic clarity. Files changed: - kq4_036_island_garden_pond.gd (2 instances) - kq4_013_beach.gd (3 instances) - kq4_038_island_garden.gd (2 instances) - kq4_033_enchanted_island_beach.gd (2 instances) Total: 9 instances across 4 files
26 lines
855 B
GDScript
26 lines
855 B
GDScript
extends Scene
|
|
|
|
|
|
func _on_island_beach_interacted() -> void:
|
|
$kq4_035_island_beach.default_script(self)
|
|
|
|
|
|
func _on_island_shore_interacted() -> void:
|
|
$kq4_041_island_shore.default_script(self)
|
|
|
|
|
|
func _on_fairy_island_interacted() -> void:
|
|
$kq4_037_fairy_island.default_script(self)
|
|
|
|
|
|
func _on_room_looked() -> void:
|
|
start_main_script(ScriptBuilder.init(
|
|
ScriptBuilder.narrate("You are roaming through the wonderful island garden. Towering beside you is an enchanting ivory palace. You see an interesting statue within this part of the garden.")
|
|
).build(self, "_on_script_complete"))
|
|
|
|
|
|
func _on_garden_looked() -> void:
|
|
start_main_script(ScriptBuilder.init(
|
|
ScriptBuilder.narrate("You are in a beautiful island garden. An enchanting ivory palace towers above you. There is also an interesting statue here.")
|
|
).build(self, "_on_script_complete"))
|