fix: bootup problems resolved.
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80eb4a727f
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99632f6043
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@ -29,6 +29,8 @@ func get_ready():
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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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for i in range(20):
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await get_tree().process_frame
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await get_ready()
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await get_ready()
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await start_room()
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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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@ -16,9 +16,6 @@ func _ready():
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elif item is StickyNote:
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elif item is StickyNote:
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spawn_sticky_note((item as StickyNote).duplicate())
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spawn_sticky_note((item as StickyNote).duplicate())
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func _process(delta: float):
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pass
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func spawn_card(card: Card):
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func spawn_card(card: Card):
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$cards.add_child(card)
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$cards.add_child(card)
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@ -70,10 +70,6 @@ func _navigate_prev():
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func _ready() -> void:
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func _ready() -> void:
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print("CardBoard.gd: %s._ready()" % self.name)
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print("CardBoard.gd: %s._ready()" % self.name)
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super._ready()
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super._ready()
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# HACK: Lets us debug more easily
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if get_parent() == get_tree().root:
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_debug_mode()
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return
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print("Board Ready!", self, "room", State.room)
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print("Board Ready!", self, "room", State.room)
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State.room.card_board = self
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State.room.card_board = self
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@ -230,4 +230,3 @@ func pick_cards(id: Scenes.id):
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await cards_picked
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await cards_picked
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hide()
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hide()
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@ -30,6 +30,11 @@ var tween: Tween = null
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func _ready() -> void:
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func _ready() -> void:
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assert(note and frame and canvas_layer, "Interactable must have views and frame attached")
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assert(note and frame and canvas_layer, "Interactable must have views and frame attached")
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if interaction:
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playable = interaction.instantiate() as Control
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canvas_layer.add_child(playable)
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view.scale = Vector3.ZERO
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view.scale = Vector3.ZERO
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frame.modulate.a = 0.0
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frame.modulate.a = 0.0
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light.visible = false
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light.visible = false
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@ -39,9 +44,6 @@ func _ready() -> void:
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## To be called by room
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## To be called by room
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func pull_save_state() -> void:
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func pull_save_state() -> void:
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if interaction:
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playable = interaction.instantiate() as Control
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canvas_layer.add_child(playable)
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_update_caption()
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_update_caption()
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# Check if this scene was already completed (for re-entering rooms)
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# Check if this scene was already completed (for re-entering rooms)
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if playable is StoryPlayable:
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if playable is StoryPlayable:
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@ -1,10 +1,8 @@
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extends Control
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extends Control
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class_name Playable
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class_name Playable
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func _ready() -> void:
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func _ready() -> void:
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hide()
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hide()
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if not Main.normal_boot:
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play.call_deferred()
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## Awaitable that encapsulates the core interaction with this Playable
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## Awaitable that encapsulates the core interaction with this Playable
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