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2026-01-21 23:51:53 +01:00
commit 60b208fee0
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extends MapLogic
class_name ShipLogic
var roomList: Array[BasicRoom]
var power: bool = true
var hullBreached: bool = false
const HULL_BREACHED_CONDITION_DROP_SPEED: float = 0.8
var shipCondition: float = 100.0
var shipFuel: float = 100.0
@export var anouncerVoiceEmitter: FmodEventEmitter3D
@export var controllRoom: ControlRoom
@export var breakableRoom: CorridorDeadEndBreakable
func _process(delta: float) -> void:
finishAstarSetup()
if Multiplayer.alivePlayerDict.size() == 0:
looseMission()
if hullBreached:
shipCondition -= HULL_BREACHED_CONDITION_DROP_SPEED * delta
updateShipConditionScreen()
func addRoomToRoomList(room: BasicRoom):
roomList.push_back(room)
func updateLights():
for room in roomList:
room.showLights(power)
func collisionWithAstroid():
onCollision.emit()
hullBreached = true
shipCondition -= 10
if breakableRoom:
breakableRoom.updateWallVisibility(false)
if anouncerVoiceEmitter:
anouncerVoiceEmitter.play_one_shot()
func updateShipConditionScreen():
if controllRoom:
controllRoom.shipConditionDisplayNumber = clamp(shipCondition + 1,0,100)

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extends BasicRoom
class_name CorridorShort
var gridSlots: Array[Vector2] = [Vector2(0,0),Vector2(1,0)]
var doorSlots: Array[Vector3] = [Vector3(0,0,3),Vector3(1,0,1)]
var scenePath = "res://SpaceshipRooms/Corridors/CorridorShort.tscn"

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*.dll
*.a
*.dylib
*.so
*.xcframework
!libs/