fix: savegame debug spam, new savegame only creates once
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@ -4,7 +4,7 @@ signal ini_room
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@onready var card_board: CardBoard = %Board
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@onready var card_picker: CardPicker = %Picker
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@onready var player: Player = %PlayerController
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@onready var player: PlayerController = %PlayerController
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func start_room():
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save_game = State.save_game
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@ -43,14 +43,14 @@ func _on_mouse_exited():
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ui.is_collapsed = true
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has_mouse = false
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func try_reveal(for_player: Player) -> bool:
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func try_reveal(for_player: PlayerController) -> bool:
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print_debug("reveal ui!")
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revealed = ui.try_reveal()
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if revealed:
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call_deferred("wait_for_ui_exit", for_player)
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return revealed
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func wait_for_ui_exit(for_player: Player):
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func wait_for_ui_exit(for_player: PlayerController):
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await for_player.ui_exited
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collapse()
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@ -6,10 +6,10 @@ func ready():
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func notify_player_entry(body: RigidBody3D):
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print_debug("Player entered Crouch area.")
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if body is Player:
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if body is PlayerController:
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body.inside_crouch_volume.append(self)
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func notify_player_exit(body: RigidBody3D):
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if body is Player:
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if body is PlayerController:
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body.inside_crouch_volume.erase(self)
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body.crouched = false
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@ -8,7 +8,6 @@ var current_room_path: String:
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@export var filepath: String:
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set(value):
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print_debug("Savegame: setting filepath: %s" % value)
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filepath = value
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if _is_initialised:
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changed.emit()
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@ -1,4 +1,4 @@
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class_name Player extends RigidBody3D
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class_name PlayerController extends RigidBody3D
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var has_stage: bool = false:
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set(on_stage):
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