class_name DeathManager extends Node @export var viewblocker : ColorRect @export var speakersToDisable : Array[SpeakerController] @export var animator_playerDefib : AnimationPlayer @export var defibParent : Node3D @export var speaker_playerDefib : AudioStreamPlayer2D @export var cameraShaker : CameraShaker @export var healthCounter : HealthCounter @export var animator_shotgun : AnimationPlayer @export var ejectManager_player : ShellEjectManager @export var ejectManager_dealer : ShellEjectManager @export var shotgunShooting : ShotgunShooting @export var animator_dealer : AnimationPlayer @export var speaker_crash : AudioStreamPlayer3D @export var dealerAI : DealerIntelligence @export var animator_dealerHands : AnimationPlayer @export var shellLoader : ShellLoader @export var scene_death : PackedScene @export var savefile : SaveFileManager @export var filter : FilterController @export var animator_pp : AnimationPlayer @export var speaker_heartbeat : AudioStreamPlayer2D func _ready(): defibParent.visible = false var shitIsFuckedUp = false func Kill(who : String, trueDeath : bool, returningShotgun : bool): var dealerKilledSelf = false shitIsFuckedUp = false match(who): "player": if (trueDeath): pass else: await get_tree().create_timer(.08, false).timeout viewblocker.visible = true if (returningShotgun): var addingDelay = false animator_shotgun.play("RESET") ejectManager_player.DeathEjection() await get_tree().create_timer(2) if (shotgunShooting.roundManager.health_opponent == 1 or shotgunShooting.roundManager.health_player == 1): addingDelay = true #if (shellLoader.roundManager.shellSpawner.sequenceArray.size() != 0): shotgunShooting.delaying = true if (shotgunShooting.roundManager.health_player == 1): shitIsFuckedUp = true if (shotgunShooting.roundManager.health_player != 0): shotgunShooting.FinalizeShooting(shotgunShooting.playerCanGoAgain, false, true, addingDelay) DisableSpeakers() if (shotgunShooting.roundManager.health_player == 0): shotgunShooting.roundManager.OutOfHealth("player") return await get_tree().create_timer(.4, false).timeout speaker_playerDefib.play() await get_tree().create_timer(.85, false).timeout speaker_heartbeat.play() animator_pp.play("revival brightness") defibParent.visible = true animator_playerDefib.play("RESET") viewblocker.visible = false filter.BeginPan(filter.lowPassMaxValue, filter.lowPassDefaultValue) FadeInSpeakers() cameraShaker.Shake() await get_tree().create_timer(.6, false).timeout animator_playerDefib.play("remove defib device") await get_tree().create_timer(.4, false).timeout await(healthCounter.UpdateDisplayRoutine(false, !shotgunShooting.playerCanGoAgain, false)) defibParent.visible = false pass "dealer": if (trueDeath): pass else: if (returningShotgun): dealerKilledSelf = true shotgunShooting.MainSlowDownRoutine("dealer", true) animator_shotgun.play("enemy return shotgun self") dealerAI.dealerHoldingShotgun = false ejectManager_dealer.DeathEjection() animator_dealer.play("dealer fly away") animator_dealerHands.play("hide hands") dealerAI.SwapDealerMesh() shellLoader.shotgunHand_L.visible = false shellLoader.shotgunHand_R.visible = false shotgunShooting.roundManager.dealerAtTable = false await get_tree().create_timer(.4, false).timeout speaker_crash.play() if (!dealerKilledSelf): #player shot dealer. eject shell and end turn here. shotgunShooting.ShootingDealerEjection(shotgunShooting.shellSpawner.sequenceArray[0], "dealer", false) pass await get_tree().create_timer(1.8, false).timeout if(shotgunShooting.roundManager.health_opponent == 0): shotgunShooting.roundManager.OutOfHealth("dealer") healthCounter.UpdateDisplayRoutine(false, false, true) return if (shotgunShooting.roundManager.health_player == 0): shotgunShooting.roundManager.OutOfHealth("player") return if (dealerKilledSelf): healthCounter.checkingPlayer = true else: healthCounter.checkingPlayer = false await(healthCounter.UpdateDisplayRoutine(false, true, false)) if (!shotgunShooting.roundManager.dealerCuffed): animator_dealerHands.play("dealer hands on table") shotgunShooting.roundManager.waitingForDealerReturn = true else: animator_dealerHands.play("dealer hands on table cuffed") shotgunShooting.roundManager.waitingForReturn = true animator_dealer.play("dealer return to table") await get_tree().create_timer(2, false).timeout if (dealerKilledSelf): dealerAI.EndDealerTurn(dealerAI.dealerCanGoAgain) func MainDeathRoutine(): var loadingHeaven = false if(shotgunShooting.roundManager.wireIsCut_player): shotgunShooting.roundManager.playerData.enteringFromTrueDeath = true loadingHeaven = true shotgunShooting.roundManager.playerData.playerEnteringFromDeath = true savefile.SaveGame() await get_tree().create_timer(.5, false).timeout if (!loadingHeaven): get_tree().change_scene_to_file("res://scenes/death.tscn") else: get_tree().change_scene_to_file("res://scenes/heaven.tscn") pass func DisableSpeakers(): for i in range(speakersToDisable.size()): speakersToDisable[i].SnapVolume(false) func FadeInSpeakers(): for i in range(speakersToDisable.size()): speakersToDisable[i].fadeDuration = 3 speakersToDisable[i].FadeIn() #if (i != 1): # speakersToDisable[i].fadeDuration = 3 # speakersToDisable[i].FadeIn() #else: # speakersToDisable[i].SnapVolume(true)