go to bear level fix and vibration of controller when gate is opening

This commit is contained in:
2026-09-03 18:20:19 +03:00
parent 931ddf0eeb
commit 01d6ecf475
4 changed files with 6 additions and 4 deletions
+2
View File
@@ -11,3 +11,5 @@ func _process(_delta: float) -> void:
if Run.bear_gate_open() or DP.b("gate_unlocked_bear"): if Run.bear_gate_open() or DP.b("gate_unlocked_bear"):
bear_gate_open = true bear_gate_open = true
$AnimationPlayer.play("Gate_opening") $AnimationPlayer.play("Gate_opening")
if DP.b("gamepad_vibration"):
Input.start_joy_vibration(0, 0.5, .5, 7)
+2 -2
View File
@@ -37,7 +37,7 @@ _data = {
} }
[sub_resource type="BoxShape3D" id="BoxShape3D_73452"] [sub_resource type="BoxShape3D" id="BoxShape3D_73452"]
size = Vector3(4.1274414, 6.53479, 6.9958496) size = Vector3(4.1274414, 8.299622, 6.9958496)
[node name="lobby_level" type="Node3D" unique_id=1511255302] [node name="lobby_level" type="Node3D" unique_id=1511255302]
@@ -252,7 +252,7 @@ collision_mask = 3
script = ExtResource("5_6j2sa") script = ExtResource("5_6j2sa")
[node name="CollisionShape3D" type="CollisionShape3D" parent="to_the_bear_level" unique_id=2080871641] [node name="CollisionShape3D" type="CollisionShape3D" parent="to_the_bear_level" unique_id=2080871641]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -23.561888, 2.767395, 0.59606934) transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -24.975298, 3.6498108, 0.59606934)
shape = SubResource("BoxShape3D_73452") shape = SubResource("BoxShape3D_73452")
[node name="to_the_arena_level" type="Area3D" parent="." unique_id=293174522] [node name="to_the_arena_level" type="Area3D" parent="." unique_id=293174522]
+2 -2
View File
@@ -10,7 +10,7 @@ func _ready() -> void:
func _on_body_entered(body: Node3D) -> void: func _on_body_entered(body: Node3D) -> void:
if not body.is_in_group("player"): if not body.is_in_group("player"):
return return
if not Run.bear_gate_open(): #if not Run.bear_gate_open():
return # return
Run.choose_level(&"bear") Run.choose_level(&"bear")
get_tree().change_scene_to_file(Run.active_level().scene_path) get_tree().change_scene_to_file(Run.active_level().scene_path)