extends Node3D @onready var animation_player:AnimationPlayer = $AnimationPlayer @onready var interactable = $DoorHinge/Interactable @export var locked : bool = false signal door_interact signal door_opened signal door_closed signal door_tried_open @onready var door_hinge = $DoorHinge func _ready(): door_hinge.top_level = true #Damit das nicht so komisch warped idk wie ich sont fixe if animation_player: multiplayer.peer_connected.connect(_on_player_connected) interactable.interact.connect(try_open_door) func _on_player_connected(_id): if not multiplayer.is_server(): animation_player.stop() animation_player.set_active(false) var is_open = false func open_door(): door_interact.emit() if is_open: door_opened.emit() is_open = false animation_player.play_backwards("door_open") else: door_closed.emit() is_open = true animation_player.play("door_open") print("Opening") func try_open_door(): door_tried_open.emit() if not locked: open_door()