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@@ -1,38 +1,44 @@
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-- ============================================================================
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-- door.lua - Interactable door that plays an open cutscene
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-- door.lua - Interactable door that opens/closes via animation
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-- ============================================================================
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-- Tests: onInteract, Cutscene.Play with onComplete, Entity.Find,
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-- Entity.SetActive, Controls, Audio
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-- Tests: onInteract, Animation.Play with onComplete, Animation.IsPlaying,
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-- Interact.SetEnabled, self.position, self.rotation, Audio
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local isOpen = false
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function onCreate(self)
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isOpen = false
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Debug.Log("Door created")
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Debug.Log("Door created at " .. self.position.x .. "," .. self.position.y .. "," .. self.position.z)
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end
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function onInteract(self)
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if isOpen then
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setStatus("Door is already open")
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if Animation.IsPlaying("door_open") or Animation.IsPlaying("door_close") then
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return
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end
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if Cutscene.IsPlaying() then return end
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isOpen = true
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Audio.Play("door_open", 100, 64)
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Controls.SetEnabled(false)
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setStatus("Opening door...")
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if isOpen then
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isOpen = false
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Interact.SetEnabled(self, false)
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Audio.Play("door_close", 100, 64)
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setStatus("Closing door...")
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Cutscene.Play("door_open", {
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onComplete = function()
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Controls.SetEnabled(true)
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setStatus("Door opened! Path is clear.")
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-- Disable the door blocker object
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local blocker = Entity.Find("DoorBlocker")
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if blocker then
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Entity.SetActive(blocker, false)
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Animation.Play("door_close", {
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onComplete = function()
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Interact.SetEnabled(self, true)
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setStatus("Door closed.")
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end
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end
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})
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})
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else
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isOpen = true
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Interact.SetEnabled(self, false)
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Audio.Play("door_open", 100, 64)
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setStatus("Opening door...")
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Animation.Play("door_open", {
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onComplete = function()
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Interact.SetEnabled(self, true)
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setStatus("Door opened!")
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end
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})
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end
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end
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