Explosion_der_Spiele/scripts/combat/exit_trigger.gd

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GDScript3
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extends Area3D
class_name ExitTrigger
## Level exit volume. Floating door billboard ONLY for indoor exits (show_door).
## Outdoor transitions into buildings use ModelProp [E], not this door art.
@export var next_scene_id: String = ""
@export var use_goto_next: bool = true
@export var require_flag: String = ""
## Indoor only: floating door billboard. Outside houses leave this false.
@export var show_door: bool = false
@export var texture_path: String = "res://assets/sprites/placeholders/door.png"
@export var billboard_height: float = 2.05
func _ready() -> void:
body_entered.connect(_on_body_entered)
collision_layer = 0
collision_mask = 2 # player layer
add_to_group("exit_trigger")
if show_door:
_ensure_door_art()
func _ensure_door_art() -> void:
if texture_path == "":
return
var bill := get_node_or_null("BillboardSprite")
if bill == null:
var packed: PackedScene = load("res://scenes/prefabs/billboard_sprite.tscn")
if packed == null:
return
bill = packed.instantiate()
bill.name = "BillboardSprite"
add_child(bill)
if bill.has_method("set_target_height"):
bill.set_target_height(billboard_height)
if bill.has_method("set_texture"):
var tex: Texture2D = load(texture_path)
if tex:
bill.set_texture(tex)
func _on_body_entered(body: Node3D) -> void:
if not body.is_in_group("player"):
return
if require_flag != "" and not GameState.get_flag(require_flag, false):
var ui := get_node_or_null("/root/UIRoot")
if ui and ui.has_method("show_dialog"):
ui.show_dialog(Locale.tr_key("exit_locked"), 3.0)
return
if use_goto_next and next_scene_id == "":
GameState.goto_next()
elif next_scene_id != "":
GameState.goto_scene(next_scene_id)