Improving card reveal handling
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6824a75e29
commit
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@ -88,7 +88,8 @@ func _ready():
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func _hide_buttons():
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func _hide_buttons():
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if is_inside_tree():
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if is_inside_tree():
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if not State.reduce_motion: $AnimationPlayer.play_backwards("show_buttons")
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if not State.reduce_motion:
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$AnimationPlayer.play_backwards("show_buttons")
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func _show_buttons():
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func _show_buttons():
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if is_inside_tree():
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if is_inside_tree():
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@ -103,7 +104,7 @@ func hide():
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if visible:
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if visible:
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_hide_buttons()
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_hide_buttons()
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var tween = create_tween()
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var tween = create_tween()
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tween.tween_property(self, "modulate", 0, 0.4)
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tween.tween_property(self, "modulate", Color(0, 0, 0), 0.4)
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_hide_buttons()
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_hide_buttons()
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await tween.finished
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await tween.finished
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visible = false
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visible = false
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@ -67,12 +67,15 @@ func _ready():
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func _on_ini_room():
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func _on_ini_room():
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State.take_stage(self)
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State.take_stage(self)
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get_tree().call_group("animation_player", "play_scene", Scenes.id.YOUTH_DRAEVEN, false)
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State.queue_for_stage(self)
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func _process(_delta):
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func _process(_delta):
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if focus_ray.get_collider() != null:
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if focus_ray.get_collider() != null:
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emit_signal("ui_entered")
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emit_signal("ui_entered")
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has_entered = true
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has_entered = true
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focus_ray.get_collider().reveal()
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if has_entered and has_stage:
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if has_entered and has_stage:
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if focus_ray.get_collider() == null:
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if focus_ray.get_collider() == null:
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