class_name BriefcaseMachine extends Node @export var ending : EndingManager @export var cam : CameraManager @export var cursor : CursorManager @export var parent_eyes : Node3D @export var parent_machine : Node3D @export var speaker_machine : AudioStreamPlayer2D @export var anim_machine : AnimationPlayer @export var speaker_latchL : AudioStreamPlayer2D @export var speaker_latchR : AudioStreamPlayer2D @export var speaker_lid : AudioStreamPlayer2D @export var anim_latchL : AnimationPlayer @export var anim_latchR : AnimationPlayer @export var anim_lid : AnimationPlayer @export var intbranch_L : InteractionBranch @export var intbranch_R : InteractionBranch @export var intbranch_lid : InteractionBranch @export var controller : ControllerManager @export var btnParent_briefcase : Control @export var btn_left : Control var latchRaisedL = false var latchRaisedR = false func MainRoutine(): speaker_machine.play() await get_tree().create_timer(.42, false).timeout parent_eyes.visible = true await get_tree().create_timer(1.28, false).timeout parent_eyes.visible = false anim_machine.play("move to table") parent_machine.visible = true await get_tree().create_timer(5.14, false).timeout cam.BeginLerp("cash briefcase") await get_tree().create_timer(.8, false).timeout cursor.SetCursor(true, true) intbranch_L.interactionAllowed = true intbranch_R.interactionAllowed = true btnParent_briefcase.visible = true if (cursor.controller_active): btn_left.grab_focus() controller.previousFocus = btn_left func CheckLatches(): if (latchRaisedL == true && latchRaisedR == true): await get_tree().create_timer(.3, false).timeout intbranch_lid.interactionAllowed = true func OpenLatch(alias : String): match (alias): "L": intbranch_L.interactionAllowed = false speaker_latchL.play() anim_latchL.play("raise") latchRaisedL = true CheckLatches() "R": intbranch_R.interactionAllowed = false speaker_latchR.play() anim_latchR.play("raise") latchRaisedR = true CheckLatches() func OpenLid(): btnParent_briefcase.visible = false cursor.SetCursor(false, false) intbranch_lid.interactionAllowed = false anim_lid.play("open") speaker_lid.play() ending.BeginEnding()