#LOCALE CLASS: # Template script for the Locale scene; allows for connecting exits, and also # maintains a visited bool (currently un-used) and takes additional # options via the GUI: # 1. Name # 2. Description # 3. The 3 option strings available at the location # extends PanelContainer #Allows Godot to handle autocomplete and 'register' class class_name Locale export (String) var locale_name = "Location Name" export (String) var locale_description = "This is the description of the location." #DKM TEMP: assuming this gets set here export (String) var option1 = "Option 1" export (String) var option2 = "Option 2" export (String) var option3 = "Option 3" var visited = false; var exits: Dictionary = {} #DKM TEMP: right now connects both directions, but can make an alt func that c # connects just one way for example (for one-way-doors) # currently not in use, but the override defaults false but if passed can let # you apply custom direction func connect_exit(direction: String, locale: Locale, override_direction: bool = false): if(!override_direction): match direction: "west": exits[direction] = locale locale.exits["east"] = self "east": exits[direction] = locale locale.exits["west"] = self "north": exits[direction] = locale locale.exits["south"] = self "south": exits[direction] = locale locale.exits["north"] = self _: printerr("Tried to connect invalid direction: %s", direction) else: exits[direction] = locale