fix: youth room debug timing
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73d75da9a5
commit
8189df3f4d
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@ -14,6 +14,7 @@ func start_room():
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%RightDetection.body_entered.connect(on_right_train_enter)
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%RightDetection.body_entered.connect(on_right_train_enter)
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%LeftDetection.body_exited.connect(on_left_train_exit)
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%LeftDetection.body_exited.connect(on_left_train_exit)
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%RightDetection.body_exited.connect(on_right_train_exit)
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%RightDetection.body_exited.connect(on_right_train_exit)
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%burnout_station.leave_room.connect(func():
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%burnout_station.leave_room.connect(func():
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proceed.emit(Main.adulthood_room_path))
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proceed.emit(Main.adulthood_room_path))
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@ -9,6 +9,7 @@ extends RoomTemplate
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func start_room():
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func start_room():
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super.start_room()
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super.start_room()
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%UI.show()
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%UI.show()
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await Main.curtain.open()
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await Main.curtain.open()
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@ -37,6 +38,9 @@ func _play_intro_scene() -> void:
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func get_ready():
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func get_ready():
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super.get_ready()
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super.get_ready()
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prints("indeed")
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Scenes.scene_finished.connect(_on_scene_finished)
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card_board.board_completed.connect(func():
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card_board.board_completed.connect(func():
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%DoorInteractable.show()
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%DoorInteractable.show()
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if not save_game.is_childhood_board_complete:
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if not save_game.is_childhood_board_complete:
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@ -57,14 +61,6 @@ func get_ready():
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await get_tree().process_frame
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await get_tree().process_frame
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func _ready():
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printt(_ready, name)
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super._ready()
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id = State.rooms.YOUTH
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Scenes.scene_finished.connect(_on_scene_finished)
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func pull_save_state(save: SaveGame) -> void:
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func pull_save_state(save: SaveGame) -> void:
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save_game = save
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save_game = save
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save_game.current_room = id
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save_game.current_room = id
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@ -23,26 +23,28 @@ func _ready() -> void:
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save_game.player_position = %PlayerController.global_position
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save_game.player_position = %PlayerController.global_position
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if not Main.normal_boot:
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if not Main.normal_boot:
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start_room.call_deferred()
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push_warning("------- DEBUG MODE --------")
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play.call_deferred()
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func disable()-> void:
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func disable()-> void:
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push_warning("Room disabling is deprecated / unter reconstruction")
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push_warning("Room disabling is deprecated / unter reconstruction")
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func get_ready():
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func get_ready():
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# Override this function to initialize more things. it's called by start_room
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prints("----------", "GET_READY", self.name, "--------------")
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pass
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pass
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func play() -> String:
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func play() -> String:
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start_room.call_deferred()
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await get_ready()
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await start_room()
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var next_room : StringName = await proceed
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var next_room : StringName = await proceed
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prints("----------", "PROCEEDING", next_room, "--------------")
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prints("----------", "PROCEEDING", next_room, "--------------")
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return next_room
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return next_room
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func start_room():
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func start_room():
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await get_ready()
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prints("----------", "START_ROOM", self.name, "--------------")
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prints("----------", "START_ROOM", self.name, "--------------")
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Main.curtain.open()
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func pull_save_state(_save: SaveGame) -> void:
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func pull_save_state(_save: SaveGame) -> void:
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@ -2,16 +2,14 @@ class_name PlayerController extends RigidBody3D
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@export var enabled: bool = false:
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@export var enabled: bool = false:
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set(value):
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set(value):
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if enabled == value:
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if enabled == value: return
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return
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enabled = value
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enabled = value
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_apply_enabled_state()
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_apply_enabled_state()
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func _apply_enabled_state() -> void:
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func _apply_enabled_state() -> void:
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# Kill any existing jitter tween to prevent stacking
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# Kill any existing jitter tween to prevent stacking
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if jitter_tween and jitter_tween.is_valid():
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if jitter_tween: jitter_tween.kill()
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jitter_tween.kill()
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if enabled:
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if enabled:
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camera.make_current()
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camera.make_current()
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@ -19,8 +17,10 @@ func _apply_enabled_state() -> void:
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Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
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Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
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jitter_tween = create_tween()
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jitter_tween = create_tween()
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jitter_tween.tween_property(self, "jitter_strength", 1.0, 1.0)
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jitter_tween.tween_property(self, "jitter_strength", 1.0, 1.0)
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if has_entered:
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if has_entered:
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ui_exited.emit()
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ui_exited.emit()
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# Show hand cursor when player is enabled
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# Show hand cursor when player is enabled
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if hand_cursor:
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if hand_cursor:
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hand_cursor.visible = true
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hand_cursor.visible = true
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@ -116,6 +116,9 @@ func _ready():
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State.player = self
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State.player = self
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State.player_view = %Camera3D
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State.player_view = %Camera3D
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# Connect to central player enable signal.
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Scenes.player_enable.connect(_on_player_enable)
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_handle_jitter(0)
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_handle_jitter(0)
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pitch.rotation_degrees.x = initial_pitch
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pitch.rotation_degrees.x = initial_pitch
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@ -129,11 +132,6 @@ func _ready():
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# Setup hand cursor
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# Setup hand cursor
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_setup_hand_cursor()
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_setup_hand_cursor()
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# Connect to central player enable signal.
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# Guard for standalone test scenes without autoloads.
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if get_node_or_null("/root/Scenes"):
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Scenes.player_enable.connect(_on_player_enable)
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# Apply exported enabled state now that nodes are ready
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# Apply exported enabled state now that nodes are ready
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_apply_enabled_state()
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_apply_enabled_state()
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@ -53,7 +53,6 @@ func _enter_tree() -> void:
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func _ready() -> void:
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func _ready() -> void:
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print_debug("main.gd: _ready()")
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print_debug("main.gd: _ready()")
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await get_tree().process_frame
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main_menu.continue_button.pressed.connect(func(): app_state = AppState.PLAY)
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main_menu.continue_button.pressed.connect(func(): app_state = AppState.PLAY)
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main_menu.credits_button.pressed.connect(func(): app_state = AppState.CREDITS)
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main_menu.credits_button.pressed.connect(func(): app_state = AppState.CREDITS)
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@ -66,7 +65,6 @@ func _ready() -> void:
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else:
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else:
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print_debug("main.gd: direct boot (hiding menus and entering main loop)")
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print_debug("main.gd: direct boot (hiding menus and entering main loop)")
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app_state = AppState.PLAY
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app_state = AppState.PLAY
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curtain.open()
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func start_game(save: SaveGame) -> void:
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func start_game(save: SaveGame) -> void:
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