Saturday, 31 January 2026 01:00:43
This commit is contained in:
@@ -1,27 +1,73 @@
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using Godot;
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using System;
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using System.Runtime.CompilerServices;
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public partial class Contact : Sprite2D
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{
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public Player _player;
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public int _number;
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public bool _clickable, _interval;
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public int _number, _calls = 0, _maxCalls = 0;
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public Timer _timer, _cooldown;
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public Action _action;
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public Actor _owner;
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public override void _Ready()
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{
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_timer = GetNode<Timer>("Timer");
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_cooldown = GetNode<Timer>("Cooldown");
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_action = GetNode<Action>("Action");
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}
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public virtual void CallAction()
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{
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if (_cooldown.TimeLeft > 0 || _action._cooldownSeconds == 0)
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{
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GD.Print("Action fired!!");
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_action.Fire();
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}
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}
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public void PassNumber(int NUMBER)
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{
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_number = NUMBER;
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}
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public void PassPlayer(Player PLAYER)
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public void PassOwner(Actor OWNER)
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{
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_player = PLAYER;
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_owner = OWNER;
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_action._owner = OWNER;
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}
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public void SetTimer(float SECONDS)
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{
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_action._timerSeconds = SECONDS;
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}
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public void SetCooldown(int SECONDS)
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{
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_action._cooldownSeconds = SECONDS;
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}
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public void Start()
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{
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// GD.Print(_action._timerSeconds);
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if (_action._timerSeconds > 0)
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{
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_timer.Start(_action._timerSeconds);
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_calls = 0;
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}
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}
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private void OnTimerTimeout()
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{
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if (_calls <= _maxCalls || _maxCalls == 0)
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{
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CallAction();
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_timer.Start(_action._timerSeconds);
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_calls++;
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}
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}
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private void OnCooldownTimeout()
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{
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}
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}
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