class_name lsOffice extends Node # Discrete places a monster can exist @export var officeLayer: CanvasLayer @export var cameraUnit: CanvasLayer @export var cameraAnimation: AnimatedSprite2D @export var cameraLayer: CanvasLayer var camAnimPlaying: bool = false func _ready() -> void: cameraLayer.hide() officeLayer.show() cameraUnit.hide() Global.currentPlayerState = Global.playerState.eState_Office func _on_camerabutton_mouse_entered() -> void: if(camAnimPlaying): return match Global.currentPlayerState: Global.playerState.eState_Menu: pass Global.playerState.eState_Office: Global.currentPlayerState = Global.playerState.eState_Camera _bringCameraUp() pass Global.playerState.eState_Camera: Global.currentPlayerState = Global.playerState.eState_Office _bringCameraDown() pass Global.playerState.eState_Dead: pass pass # Replace with function body. func _on_camerabutton_mouse_exited() -> void: if(camAnimPlaying): return match Global.currentPlayerState: Global.playerState.eState_Menu: pass Global.playerState.eState_Office: pass Global.playerState.eState_Camera: pass Global.playerState.eState_Dead: pass pass # Replace with function body. func _bringCameraUp() -> int: cameraUnit.show() cameraAnimation.play("flipup") camAnimPlaying = true await cameraAnimation.animation_finished camAnimPlaying = false officeLayer.hide() cameraLayer.show() cameraUnit.hide() return 0 func _bringCameraDown() -> int: officeLayer.show() cameraUnit.show() cameraAnimation.play("flipup", -1) cameraLayer.hide() camAnimPlaying = true await cameraAnimation.animation_finished camAnimPlaying = false cameraUnit.hide() return 0 func _on_night_manager_night_completed() -> void: pass # Replace with function body.