fix: untyped variables removed, fixed issue with unknown fields
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parent
98c15559b7
commit
8c3b0e03a3
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@ -11,7 +11,7 @@ enum {
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DONE
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DONE
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}
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}
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var has_stage = false:
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var has_stage: bool = false:
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set(focus):
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set(focus):
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if not focus == has_stage:
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if not focus == has_stage:
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if focus:
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if focus:
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@ -24,15 +24,15 @@ var has_stage = false:
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process_mode = Node.PROCESS_MODE_DISABLED
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process_mode = Node.PROCESS_MODE_DISABLED
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has_stage = focus
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has_stage = focus
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var _input_locked = true
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var _input_locked: bool = true
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var selection_state = INI:
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var selection_state := INI:
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set(state):
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set(state):
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print_debug("Setting picker state to %s" % ["INI","CARDS","CARDS_SELECTED","TRANSITION","POSTS","POSTS_SELECTED","DONE"][state])
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print_debug("Setting picker state to %s" % ["INI","CARDS","CARDS_SELECTED","TRANSITION","POSTS","POSTS_SELECTED","DONE"][state])
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selection_state = state
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selection_state = state
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_input_locked = !(state == CARDS or state == POSTS)
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_input_locked = !(state == CARDS or state == POSTS)
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if state == CARDS_SELECTED:
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if state == CARDS_SELECTED:
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var tween = get_tree().create_tween()
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var tween: Tween = get_tree().create_tween()
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tween.tween_property($thought_prompt, "modulate", Color(1, 1, 1, 0), 0.5)
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tween.tween_property($thought_prompt, "modulate", Color(1, 1, 1, 0), 0.5)
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elif state == DONE:
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elif state == DONE:
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reset()
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reset()
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@ -57,7 +57,7 @@ var options:Array = []
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signal cards_picked(cardnames: Array[String])
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signal cards_picked(cardnames: Array[String])
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# Called when the node enters the scene tree for the first time.
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# Called when the node enters the scene tree for the first time.
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func _ready():
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func _ready() -> void:
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reset()
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reset()
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return
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return
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@ -89,7 +89,7 @@ func reset():
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output = []
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output = []
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options = []
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options = []
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anim_players = []
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anim_players = []
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var card_controls = $cards.get_children()
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var card_controls: Array[Node] = $cards.get_children()
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for control in card_controls:
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for control in card_controls:
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options.append(control.get_child(1))
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options.append(control.get_child(1))
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anim_players.append(control.get_child(0))
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anim_players.append(control.get_child(0))
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@ -97,7 +97,7 @@ func reset():
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for player in anim_players: player.play("reveal")
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for player in anim_players: player.play("reveal")
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func fill_card_slots(id: int):
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func fill_card_slots(id: int):
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var new_cards = HardCards.get_cards_by_scene_id(id)
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var new_cards := HardCards.get_cards_by_scene_id(id)
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for i in range(new_cards.size()):
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for i in range(new_cards.size()):
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$cards.get_child(i).remove_child($cards.get_child(i).get_child(1))
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$cards.get_child(i).remove_child($cards.get_child(i).get_child(1))
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@ -139,6 +139,9 @@ func _input(event):
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# fill_card_slots(3)
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# fill_card_slots(3)
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# selection_state = CARDS
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# selection_state = CARDS
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if event is not InputEventAction:
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return
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if has_stage:
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if has_stage:
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if not _input_locked:
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if not _input_locked:
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if not on_cooldown:
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if not on_cooldown:
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