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
36 lines
956 B
GDScript
36 lines
956 B
GDScript
extends Scene
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func _on_fishermans_shack_interacted() -> void:
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$kq4_007_fishermans_shack.default_script(self)
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func _on_coastal_cliffs_interacted() -> void:
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$kq4_019_coastal_cliffs.default_script(self)
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func _on_green_meadow_interacted() -> void:
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$kq4_014_green_meadow.default_script(self)
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func _on_open_ocean_interacted() -> void:
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$kq4_031_open_ocean.default_script(self)
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func _on_dock_looked() -> void:
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start_main_script(ScriptBuilder.init(
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ScriptBuilder.narrate("You see a shabby little house, with a pier, in the distance.")
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).build(self, "_on_script_complete"))
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func _on_cottage_looked() -> void:
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start_main_script(ScriptBuilder.init(
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ScriptBuilder.narrate("You see a shabby little house, with a pier, in the distance.")
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).build(self, "_on_script_complete"))
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func _on_room_looked() -> void:
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start_main_script(ScriptBuilder.init(
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ScriptBuilder.narrate("You stand on a beautiful beach.")
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).build(self, "_on_script_complete"))
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