class_name ItemManager extends Node @export var grid : GridIndicator @export var cursor : CursorManager @export var roundManager : RoundManager @export var dialogue : Dialogue @export var camera : CameraManager @export var comp : CompartmentManager @export var interaction_intake : InteractionBranch @export var instanceArray : Array[ItemResource] @export var instanceArray_dealer : Array[ItemResource] @export var availableItemArray : Array[String] @export var itemSpawnParent : Node3D @export var lerpDuration : float @export var gridParentArray : Array[Node3D] @export var gridParentArray_enemy : Array[Node3D] var gridParentArray_enemy_available : Array[Node3D] @export var gridOccupiedArray : Array[bool] @export var stringNumberArray : Array[String] @export var gridParent_1 : Node3D @export var gridParent_2 : Node3D @export var gridParent_3 : Node3D @export var gridParent_4 : Node3D @export var soundArray_itemGrab : Array[AudioStream] @export var speaker_itemgrab : AudioStreamPlayer2D @export var speaker_placedown : AudioStreamPlayer2D @export var anim_spook : AnimationPlayer @export var speakercontroller_musicmain : SpeakerController @export var speaker_god : AudioStreamPlayer2D var itemGrabSoundIndex = 0 var itemArray_dealer : Array[String] var itemArray_instances_dealer : Array[Node3D] var itemArray_player : Array[String] var hasBegun = false var items_dynamicIndicatorArray : Array[PickupIndicator] var items_dynamicInteractionArray : Array[InteractionBranch] var numberOfCigs_player = 0 var numberOfCigs_dealer = 0 var playerItemStringArray var availableItemsToGrabArray_player var availableItemsToGrabArray_dealer var numberOfItemsGrabbed_enemy = 0 var numberOfItemsGrabbed = 0 var numberOfOccupiedGrids = 0 var activeItem_offset_pos var activeItem_offset_rot var activeItem var activeItem_enemy var elapsed = 0 var moving = false var pos_current var pos_next var rot_current var rot_next var temp_indicator var temp_interaction func _ready(): playerItemStringArray = [] availableItemsToGrabArray_player = availableItemArray availableItemsToGrabArray_dealer = availableItemArray ResetDealerGrid() func _process(delta): LerpItem() func ItemClear_Remote(): var itemParentChildrenArray = itemSpawnParent.get_children() for i in range(itemParentChildrenArray.size()): if (itemParentChildrenArray[i].get_child(0) is PickupIndicator): requestingItemClear = true break if (requestingItemClear): camera.BeginLerp("home") await get_tree().create_timer(.8, false).timeout SetupItemClear() comp.animator_compartment.play("clear items") await get_tree().create_timer(1.6).timeout comp.animator_compartment.play("hide items") await get_tree().create_timer(.8, false).timeout else: camera.BeginLerp("home") await get_tree().create_timer(.8, false).timeout comp.animator_compartment.play("hide items") await get_tree().create_timer(.8, false).timeout var newBatchHasBegun = false var requestingItemClear = false func BeginItemGrabbing(): roundManager.ignoring = false numberOfItemsGrabbed = 0 if (roundManager.playerData.hasReadItemSwapIntroduction): camera.BeginLerp("home") else: camera.BeginLerp("enemy") var itemParentChildrenArray = itemSpawnParent.get_children() #CLEAR ITEMS FROM TABLE if (newBatchHasBegun): for i in range(itemParentChildrenArray.size()): if (itemParentChildrenArray[i].get_child(0) is PickupIndicator): requestingItemClear = true break if (requestingItemClear): await get_tree().create_timer(.8, false).timeout SetupItemClear() comp.animator_compartment.play("clear items") await get_tree().create_timer(1.4).timeout newBatchHasBegun = false await get_tree().create_timer(.8, false).timeout if (!roundManager.playerData.hasReadItemSwapIntroduction): dialogue.ShowText_ForDuration("LET'S MAKE THIS A LITTLE\nMORE INTERESTING ...", 3) await get_tree().create_timer(3, false).timeout camera.BeginLerp("home") await get_tree().create_timer(.8, false).timeout roundManager.playerData.hasReadItemSwapIntroduction = true comp.CycleCompartment("show briefcase") await get_tree().create_timer(.8, false).timeout if (comp.isHiding_items): comp.CycleCompartment("show items") await get_tree().create_timer(.8, false).timeout camera.BeginLerp("briefcase") await get_tree().create_timer(.8, false).timeout if (!roundManager.playerData.hasReadItemDistributionIntro): var stringIndex = roundManager.roundArray[roundManager.currentRound].numberOfItemsToGrab var string = stringNumberArray[stringIndex] dialogue.ShowText_Forever(string+" ITEMS EACH.") await get_tree().create_timer(2.5, false).timeout dialogue.ShowText_Forever("MORE ITEMS BEFORE\nEVERY LOAD.") await get_tree().create_timer(2.5, false).timeout dialogue.HideText() roundManager.playerData.hasReadItemDistributionIntro = true if (!roundManager.playerData.hasReadItemDistributionIntro2 && roundManager.roundArray[roundManager.currentRound].hasIntro2): var stringIndex = roundManager.roundArray[roundManager.currentRound].numberOfItemsToGrab var string = stringNumberArray[stringIndex] dialogue.ShowText_Forever(string+" ITEMS EACH.") await get_tree().create_timer(2.5, false).timeout dialogue.HideText() roundManager.playerData.hasReadItemDistributionIntro2 = true #ALLOW ITEM GRAB cursor.SetCursor(true, true) interaction_intake.interactionAllowed = true pass func EndItemGrabbing(): GrabItems_Enemy() GridParents(false) interaction_intake.interactionAllowed = false cursor.SetCursor(false, false) await get_tree().create_timer(.45, false).timeout comp.CycleCompartment("hide briefcase") await get_tree().create_timer(1, false).timeout camera.BeginLerp("home") await get_tree().create_timer(.9, false).timeout moving = false roundManager.ReturnFromItemGrabbing() pass func GrabSpook(): interaction_intake.interactionAllowed = false cursor.SetCursor(false, false) PlayItemGrabSound() speakercontroller_musicmain.SnapVolume(false) speaker_god.play() anim_spook.play("grab form") await get_tree().create_timer(2 + .8, false).timeout anim_spook.play("put back") PlayItemGrabSound() camera.BeginLerp("briefcase") speaker_god.stop() speakercontroller_musicmain.FadeIn() await get_tree().create_timer(.8, false).timeout cursor.SetCursor(true, true) interaction_intake.interactionAllowed = true var randindex = -1 var spook_counter = 0 var spook_fired = false func GrabItem(): if (roundManager.playerData.currentBatchIndex == 1 && roundManager.currentRound == 1): if (spook_counter == 1 && !spook_fired && !roundManager.playerData.seenGod): GrabSpook() roundManager.playerData.seenGod = true spook_fired = true return spook_counter += 1 #GET RANDOM ITEM PlayItemGrabSound() interaction_intake.interactionAllowed = false var selectedResource : ItemResource if (numberOfCigs_player >= 2): availableItemsToGrabArray_player.erase("cigarettes") else: var hasInArray = false for i in range(availableItemsToGrabArray_player.size()): if (availableItemsToGrabArray_dealer[i] == "cigarettes"): hasInArray = true break if (!hasInArray): availableItemsToGrabArray_player.append("cigarettes") randindex = randi_range(0, availableItemsToGrabArray_player.size() - 1) numberOfItemsGrabbed += 1 #SPAWN ITEM for i in range(instanceArray.size()): if (availableItemsToGrabArray_player[randindex] == instanceArray[i].itemName): selectedResource = instanceArray[i] var itemInstance = selectedResource.instance.instantiate() activeItem = itemInstance itemSpawnParent.add_child(itemInstance) itemInstance.transform.origin = selectedResource.pos_inBriefcase itemInstance.rotation_degrees = selectedResource.rot_inBriefcase activeItem_offset_pos = selectedResource.pos_offset activeItem_offset_rot = selectedResource.rot_offset #ADD ITEM TO PICKUP INDICATOR & INTERACTION BRANCH ARRAY if (numberOfOccupiedGrids != 8): temp_indicator = activeItem.get_child(0) temp_interaction = activeItem.get_child(1) items_dynamicIndicatorArray.append(temp_indicator) items_dynamicInteractionArray.append(temp_interaction) var ind = items_dynamicIndicatorArray.size() - 1 temp_indicator.locationInDynamicArray = ind #DISABLE ITEM COLLIDER var childArray = activeItem.get_children() for i in childArray.size(): if (childArray[i] is StaticBody3D): childArray[i].get_child(0).disabled = true #LERP TO HAND pos_current = itemInstance.transform.origin rot_current = itemInstance.rotation_degrees pos_next = selectedResource.pos_inHand rot_next = selectedResource.rot_inHand elapsed = 0 moving = true await get_tree().create_timer(lerpDuration - .2, false).timeout if (!roundManager.playerData.indicatorShown): grid.ShowGridIndicator() if (numberOfOccupiedGrids != 8): GridParents(true) else: #NOT ENOUGH SPACE. PUT ITEM BACK AND END ITEM GRABBING dialogue.ShowText_Forever("OUT OF SPACE.") await get_tree().create_timer(1.8, false).timeout dialogue.ShowText_Forever("HOW UNFORTUNATE ...") await get_tree().create_timer(2.2, false).timeout dialogue.HideText() pos_current = activeItem.transform.origin rot_current = activeItem.rotation_degrees pos_next = selectedResource.pos_inBriefcase rot_next = selectedResource.rot_inBriefcase elapsed = 0 moving = true cursor.SetCursor(false, false) PlayItemGrabSound() await get_tree().create_timer(lerpDuration, false).timeout moving = false activeItem.queue_free() EndItemGrabbing() pass func PlaceDownItem(gridIndex : int): numberOfOccupiedGrids += 1 gridOccupiedArray[gridIndex] = true moving = false #activeItem.get_parent().remove_child(activeItem) #gridParentArray[gridIndex].add_child(activeItem) var temp_indicator = activeItem.get_child(0) if (temp_interaction.itemName == "cigarettes"): numberOfCigs_player += 1 pos_current = activeItem.transform.origin rot_current = activeItem.rotation_degrees pos_next = gridParentArray[gridIndex].transform.origin + activeItem_offset_pos rot_next = gridParentArray[gridIndex].rotation_degrees + activeItem_offset_rot elapsed = 0 moving = true temp_interaction.itemGridIndex = gridIndex if (temp_indicator.sound_placeDown != null): speaker_placedown.stream = temp_indicator.sound_placeDown speaker_placedown.play() var childArray = activeItem.get_children() for i in childArray.size(): if (childArray[i] is StaticBody3D): childArray[i].get_child(0).disabled = false if (numberOfItemsGrabbed == roundManager.roundArray[roundManager.currentRound].numberOfItemsToGrab): #END ITEM GRABBING EndItemGrabbing() else: #GRAB NEXT ITEM GridParents(false) await get_tree().create_timer(lerpDuration, false).timeout interaction_intake.interactionAllowed = true pass var firstItem = true func GrabItems_Enemy(): var selectedResource for i in range(roundManager.roundArray[roundManager.currentRound].numberOfItemsToGrab): if (numberOfItemsGrabbed_enemy != 8): if (numberOfCigs_dealer >= 2): availableItemsToGrabArray_dealer.erase("cigarettes") else: var hasInArray = false for k in range(availableItemsToGrabArray_dealer.size()): if (availableItemsToGrabArray_dealer[k] == "cigarettes"): hasInArray = true break if (!hasInArray): availableItemsToGrabArray_dealer.append("cigarettes") var randindex = randi_range(0, availableItemsToGrabArray_dealer.size() - 1) #SPAWN ITEM for c in range(instanceArray_dealer.size()): if (availableItemArray[randindex] == instanceArray_dealer[c].itemName): selectedResource = instanceArray_dealer[c] #ADD STRING TO DEALER ITEM ARRAY itemArray_dealer.append(instanceArray_dealer[c].itemName) var itemInstance = selectedResource.instance.instantiate() var temp_itemIndicator = itemInstance.get_child(0) temp_itemIndicator.isDealerItem = true #ADD INSTANCE TO DEALER ITEM ARRAY (mida vittu this code is getting out of hand) itemArray_instances_dealer.append(itemInstance) activeItem_enemy = itemInstance itemSpawnParent.add_child(activeItem_enemy) #PLACE ITEM ON RANDOM GRID var randgrid = randi_range(0, gridParentArray_enemy_available.size() - 1) #higher than z0 is right var gridname = gridParentArray_enemy_available[randgrid] activeItem_enemy.transform.origin = gridParentArray_enemy_available[randgrid].transform.origin + selectedResource.pos_offset activeItem_enemy.rotation_degrees = gridParentArray_enemy_available[randgrid].rotation_degrees + selectedResource.rot_offset if (activeItem_enemy.transform.origin.z > 0): temp_itemIndicator.whichSide = "right" else: temp_itemIndicator.whichSide = "left" temp_itemIndicator.dealerGridIndex = gridParentArray_enemy_available[randgrid].get_child(0).activeIndex temp_itemIndicator.dealerGridName = gridname if (activeItem_enemy.get_child(1).itemName == "cigarettes"): numberOfCigs_dealer += 1 gridParentArray_enemy_available.erase(gridname) numberOfItemsGrabbed_enemy += 1 pass pass func UseItem_Dealer(itemName : String): match (itemName): "beer": pass pass func ResetDealerGrid(): #CLEAR DEALER GRID numberOfItemsGrabbed_enemy = 0 gridParentArray_enemy_available = [] for i in range(gridParentArray_enemy.size()): gridParentArray_enemy_available.append(gridParentArray_enemy[i]) func SetupItemClear(): instancesToDelete = [] #DEALER numberOfCigs_dealer = 0 numberOfItemsGrabbed_enemy = 0 gridParentArray_enemy_available = [] for i in range(gridParentArray_enemy.size()): gridParentArray_enemy_available.append(gridParentArray_enemy[i]) itemArray_dealer = [] #PLAYER numberOfCigs_player = 0 items_dynamicIndicatorArray = [] items_dynamicInteractionArray = [] for i in range(gridOccupiedArray.size()): gridOccupiedArray[i] = false numberOfOccupiedGrids = 0 var childarray = itemSpawnParent.get_children() for i in range(childarray.size()): if (childarray[i].get_child(0) is PickupIndicator): instancesToDelete.append(childarray[i]) var spawnChildren = itemSpawnParent.get_children() #PARENT INSTANCES TO APPROPRIATE GRID COMPARTMENT PARENT for i in range(spawnChildren.size()): if (spawnChildren[i].get_child(0) is PickupIndicator): var objPos_x = spawnChildren[i].transform.origin.x var objPos_z = spawnChildren[i].transform.origin.z if (objPos_x < 0 && objPos_z > 0): var orig = spawnChildren[i].global_transform spawnChildren[i].get_parent().remove_child(spawnChildren[i]) gridParent_1.add_child(spawnChildren[i]) spawnChildren[i].global_transform = orig if (objPos_x < 0 && objPos_z < 0): var orig = spawnChildren[i].global_transform spawnChildren[i].get_parent().remove_child(spawnChildren[i]) gridParent_2.add_child(spawnChildren[i]) spawnChildren[i].global_transform = orig if (objPos_x > 0 && objPos_z > 0): var orig = spawnChildren[i].global_transform spawnChildren[i].get_parent().remove_child(spawnChildren[i]) gridParent_3.add_child(spawnChildren[i]) spawnChildren[i].global_transform = orig if (objPos_x > 0 && objPos_z < 0): var orig = spawnChildren[i].global_transform spawnChildren[i].get_parent().remove_child(spawnChildren[i]) gridParent_4.add_child(spawnChildren[i]) spawnChildren[i].global_transform = orig var instancesToDelete = [] func ClearAllItems(): #DELETE INSTANCES for i in range (instancesToDelete.size()): instancesToDelete[i].queue_free() itemArray_instances_dealer = [] func GridParents(setState : bool): if (setState): for i in range(gridParentArray.size()): gridParentArray[i].get_child(1).get_child(0).disabled = false if(gridOccupiedArray[i] == false): gridParentArray[i].get_child(0).interactionAllowed = true else: for i in range(gridParentArray.size()): gridParentArray[i].get_child(1).get_child(0).disabled = true gridParentArray[i].get_child(0).interactionAllowed = false func PlayItemGrabSound(): speaker_itemgrab.stream = soundArray_itemGrab[itemGrabSoundIndex] speaker_itemgrab.play() if (itemGrabSoundIndex != soundArray_itemGrab.size() - 1): itemGrabSoundIndex += 1 else: itemGrabSoundIndex = 0 pass func LerpItem(): if (moving): elapsed += get_process_delta_time() var c = clampf(elapsed / lerpDuration, 0.0, 1.0) c = ease(c, 0.4) var pos = lerp(pos_current, pos_next, c) var rot = lerp(rot_current, rot_next, c) activeItem.transform.origin = pos activeItem.rotation_degrees = rot