tiger-cleanup #1
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@ -10,7 +10,6 @@ class_name InteractiveSprite extends Area3D
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@onready var distance_tween: Tween
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@onready var distance_tween: Tween
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var revealed: bool = false:
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var revealed: bool = false:
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set(reveal):
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set(reveal):
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revealed = reveal
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revealed = reveal
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@ -32,6 +31,9 @@ var revealed: bool = false:
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var has_mouse: bool = false
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var has_mouse: bool = false
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func play_story() -> void:
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await ui.story_playable.play()
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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():
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if interaction_ui:
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if interaction_ui:
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@ -25,18 +25,18 @@ func start_room():
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func _play_intro_scene() -> void:
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func _play_intro_scene() -> void:
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# The intro scene is auto-played, not triggered by CollectableUi
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# FIXME: Must instead use the actual interactable
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var intro_playable: StoryPlayable = $logic/ScenePlayer/draven
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Scenes.begin_sequence(Scenes.id.YOUTH_DRAEVEN)
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Input.mouse_mode = Input.MOUSE_MODE_HIDDEN
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Input.mouse_mode = Input.MOUSE_MODE_HIDDEN
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# Play the story (StoryPlayable handles its own visibility via animations)
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await intro_playable.play()
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Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
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Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
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# The intro scene is auto-played, not triggered by CollectableUi
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var intro: InteractiveSprite = $logic/CeilingMemento
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# Play the story (StoryPlayable handles its own visibility via animations)
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await intro.play_story()
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Scenes.end_sequence(Scenes.id.YOUTH_DRAEVEN)
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Scenes.end_sequence(Scenes.id.YOUTH_DRAEVEN)
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@ -0,0 +1,43 @@
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://c6r2y18qlqsvh"
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path="res://.godot/imported/demo-warning.svg-5bc85c9c263d3931745057454217e7fa.ctex"
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metadata={
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"vram_texture": false
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}
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[deps]
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source_file="res://demo-warning.svg"
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dest_files=["res://.godot/imported/demo-warning.svg-5bc85c9c263d3931745057454217e7fa.ctex"]
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[params]
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compress/mode=0
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/uastc_level=0
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compress/rdo_quality_loss=0.0
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=false
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/channel_remap/red=0
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process/channel_remap/green=1
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process/channel_remap/blue=2
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process/channel_remap/alpha=3
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=1
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svg/scale=1.0
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editor/scale_with_editor_scale=false
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editor/convert_colors_with_editor_theme=false
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Binary file not shown.
Binary file not shown.
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@ -216,15 +216,6 @@ func vanish() -> void:
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animation_player.play("vanish")
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animation_player.play("vanish")
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func collect_memento() -> void:
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func collect_memento() -> void:
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<<<<<<< HEAD
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Scenes.start_sequence(scene)
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State.leave_stage(self)
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if scene == Scenes.id.TRANSITION:
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vanish()
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#get_tree().call_group("scene_actors", "play_scene", scene, collected)
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if was_skipped: scene_skipped.emit(-1)
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is_collected = true
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=======
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print_debug("CollectableUi.collect_memento() - scene: %s" % Scenes.id.keys()[scene])
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print_debug("CollectableUi.collect_memento() - scene: %s" % Scenes.id.keys()[scene])
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# Hide the collectable UI
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# Hide the collectable UI
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@ -273,31 +273,6 @@ func leave_stage(actor:Object) -> void:
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assert(actor in stage_list, "Actor %s not in stage list." % actor)
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assert(actor in stage_list, "Actor %s not in stage list." % actor)
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stage_list.erase(actor)
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stage_list.erase(actor)
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# Used to put a new target on top of the Focus Stack.
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func pass_stage_to(target:Object, force = false, lock_focus = false) -> void:
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return
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# if "pass_to_actor" in target:
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# return pass_stage_to(target.pass_to_actor)
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# if (focus_locked or get_tree().paused) and not force:
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# push_error(target, " requested focus while it was locked or tree is paused.")
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# elif !is_instance_valid(target):
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# push_error("Focus instance not valid")
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# elif !"has_stage" in target:
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# push_error(target, " has no has focus method.")
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# else:
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# if stage_list.size() > 0:
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# if stage_list.front() == target:
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# push_warning(target, " is already target. Abort passing focus.")
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# return false
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# if not stage_list.size() == 0: stage_list.front().has_stage = false
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# target.has_stage = true
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# if target.has_stage:
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# stage_list.push_front(target)
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# assert(stage_list.size() < 100)
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# focus_locked = lock_focus
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# return true
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# return false
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# Currently focused element loses focus, but remains in stack.
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# Currently focused element loses focus, but remains in stack.
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func free_focus():
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func free_focus():
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@ -307,12 +282,6 @@ func free_focus():
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func reset_focus():
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func reset_focus():
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stage_list = [stage_list[-1]]
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stage_list = [stage_list[-1]]
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func transition_stage_to(thief: Object, lock_focus = false):
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focus_locked = lock_focus
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if stage_list.size() > 0:
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if stage_list.front().has_stage:
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stage_list.pop_front().has_stage = false
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return pass_stage_to(thief, true)
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func queue_for_stage(target: Object, index: int = 1):
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func queue_for_stage(target: Object, index: int = 1):
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stage_list.insert(index, target)
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stage_list.insert(index, target)
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@ -43,16 +43,6 @@ func begin_sequence(scene_id: id) -> void:
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# Emit signal for other systems (music, animations, etc.)
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# Emit signal for other systems (music, animations, etc.)
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scene_starting.emit(scene_id, is_sequence_repeating(scene_id))
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scene_starting.emit(scene_id, is_sequence_repeating(scene_id))
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func start_sequence(_index: id):
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pass
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# if State.pass_stage_to(sequence_actors[index][0].get_object()):
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# sequence_actors[index][0].call(index)
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# current_sequence = index
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# started_sequences = started_sequences | (1 << index)
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# scene_starting.emit(current_sequence, is_sequence_repeating(index))
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# else:
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# push_error("Sequence could not be started.")
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# Called by CollectableUi when it finishes playing a scene
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# Called by CollectableUi when it finishes playing a scene
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func end_sequence(scene_id: id) -> void:
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func end_sequence(scene_id: id) -> void:
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print_debug(">>> Scenes.end_sequence(%s)" % id.keys()[scene_id])
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print_debug(">>> Scenes.end_sequence(%s)" % id.keys()[scene_id])
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