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12
Maps/Rooms/RoomScripts/BasicRoom.gd
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12
Maps/Rooms/RoomScripts/BasicRoom.gd
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extends Node3D
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class_name BasicRoom
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var biomeName: String = "nothing"
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var SpaceshipLogicRef: ShipLogic = null
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@export var Lights: Array[Light3D]
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func showLights(LightStatus: bool):
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for light in Lights:
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if light: light.visible = LightStatus
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1
Maps/Rooms/RoomScripts/BasicRoom.gd.uid
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1
Maps/Rooms/RoomScripts/BasicRoom.gd.uid
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uid://lmn08s8c5lfo
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12
Maps/Rooms/RoomScripts/start_test.gd
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12
Maps/Rooms/RoomScripts/start_test.gd
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extends BasicRoom
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@onready var fuseBox: MinigameInitiator = $MinigameFuseBox
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var shipLogic: ShipLogic
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func _ready() -> void:
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shipLogic = get_node("/root/Main/Maps/SpaceshipTest")
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func _process(_delta: float) -> void:
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if fuseBox.minigameCompleted:
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shipLogic.solveTask(0)
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1
Maps/Rooms/RoomScripts/start_test.gd.uid
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1
Maps/Rooms/RoomScripts/start_test.gd.uid
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uid://gtfetd6m53v4
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11
Maps/Rooms/RoomScripts/test_4_way.gd
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11
Maps/Rooms/RoomScripts/test_4_way.gd
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extends BasicRoom
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@onready var fuseBox: MinigameInitiator = $MinigameFuseBox
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var shipLogic: ShipLogic
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func _ready() -> void:
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shipLogic = get_node("/root/Main/Maps/SpaceshipTest")
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#func _process(_delta: float) -> void:
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#if fuseBox.minigameCompleted:
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#shipLogic.solveTask(1)
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1
Maps/Rooms/RoomScripts/test_4_way.gd.uid
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1
Maps/Rooms/RoomScripts/test_4_way.gd.uid
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uid://275mm2e32a20
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