class_name QuestState extends Node @export var is_wrench_found:bool = false @export var is_wrench_delivered:bool = false @export var is_bridge_built:bool = false @onready var bridge = %Bridge var _bridge_transform:Transform3D = Transform3D.IDENTITY signal wrench_delivered func _ready(): _bridge_transform = bridge.global_transform bridge.global_transform = Transform3D.IDENTITY.translated(Vector3.UP * -1000) func on_dialogue_ended(_dialog_resource: DialogueResource) -> void: if is_wrench_delivered: print ("Will build bridge!") emit_signal("wrench_delivered") func update_state_from_player_inventory(inventory: Inventory) -> void: for item:Item in inventory.get_items(): if item.name == "Wrench": is_wrench_found = true func _process(_delta): if is_wrench_delivered: is_bridge_built = true bridge.global_transform = _bridge_transform