keys and doors working
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@@ -4,16 +4,36 @@ extends RigidBody3D
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@export var special_key_name : String
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@export var collision_shape : Node
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@onready var level_control = get_tree().current_scene
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@onready var player = get_tree().current_scene.player
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var pickupable = true
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var pick_up = false
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var rand_amt
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var player_follow
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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add_to_group("pickup")
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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pass
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func _physics_process(delta: float) -> void:
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if player_follow != null:
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if !pick_up:
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angular_velocity = lerp(angular_velocity, Vector3(0,0,0), delta)
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position = lerp(position, player.item_holder.global_position, 25 * delta)
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if abs(position - player.item_holder.global_position) < Vector3(.5,.5,.5):
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await get_tree().create_timer(1).timeout
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position = lerp(position, player.camera.global_position, .01 * delta)
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await get_tree().create_timer(.01).timeout
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picked_up()
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func picked_up():
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pass
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var key_attributes = [key_type, special_key_name]
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level_control.keys.append(key_attributes)
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print(level_control.keys)
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queue_free()
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