small changes
This commit is contained in:
@@ -1,10 +1,10 @@
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[gd_scene load_steps=11 format=3 uid="uid://bh0e0uhmtk0ck"]
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[ext_resource type="Script" path="res://Dialogues/balloon.gd" id="1_36de5"]
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[ext_resource type="PackedScene" uid="uid://ckvgyvclnwggo" path="res://addons/dialogue_manager/dialogue_label.tscn" id="2_a8ve6"]
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[ext_resource type="FontFile" uid="uid://mi5v1uq78g7o" path="res://Art/XanhMono-Italic.ttf" id="2_qju6n"]
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[ext_resource type="FontFile" uid="uid://ckg5x0oonnjtn" path="res://Art/XanhMono-Regular.ttf" id="3_66oah"]
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[ext_resource type="Script" path="res://addons/dialogue_manager/dialogue_reponses_menu.gd" id="3_72ixx"]
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[ext_resource type="Script" path="res://Dialogues/balloon.gd" id="1_trhxk"]
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[ext_resource type="FontFile" uid="uid://mi5v1uq78g7o" path="res://Art/XanhMono-Italic.ttf" id="2_8uhga"]
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[ext_resource type="PackedScene" uid="uid://ckvgyvclnwggo" path="res://addons/dialogue_manager/dialogue_label.tscn" id="3_ek02p"]
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[ext_resource type="FontFile" uid="uid://ckg5x0oonnjtn" path="res://Art/XanhMono-Regular.ttf" id="4_ovm88"]
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[ext_resource type="Script" path="res://addons/dialogue_manager/dialogue_reponses_menu.gd" id="5_s4c7i"]
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[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_spyqn"]
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bg_color = Color(0, 0, 0, 1)
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@@ -67,7 +67,7 @@ Panel/styles/panel = SubResource("StyleBoxFlat_uy0d5")
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[node name="ExampleBalloon" type="CanvasLayer"]
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layer = 100
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script = ExtResource("1_36de5")
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script = ExtResource("1_trhxk")
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[node name="Balloon" type="Control" parent="."]
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unique_name_in_owner = true
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@@ -107,22 +107,22 @@ unique_name_in_owner = true
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modulate = Color(1, 1, 1, 0.501961)
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layout_mode = 2
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mouse_filter = 1
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theme_override_fonts/normal_font = ExtResource("2_qju6n")
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theme_override_fonts/normal_font = ExtResource("2_8uhga")
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theme_override_font_sizes/normal_font_size = 25
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bbcode_enabled = true
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text = "Character"
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fit_content = true
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scroll_active = false
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[node name="DialogueLabel" parent="Balloon/Panel/Dialogue/VBoxContainer" instance=ExtResource("2_a8ve6")]
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[node name="DialogueLabel" parent="Balloon/Panel/Dialogue/VBoxContainer" instance=ExtResource("3_ek02p")]
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unique_name_in_owner = true
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layout_mode = 2
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size_flags_vertical = 3
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theme_override_fonts/normal_font = ExtResource("3_66oah")
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theme_override_fonts/mono_font = ExtResource("3_66oah")
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theme_override_fonts/italics_font = ExtResource("2_qju6n")
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theme_override_fonts/bold_italics_font = ExtResource("2_qju6n")
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theme_override_fonts/bold_font = ExtResource("3_66oah")
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theme_override_fonts/normal_font = ExtResource("4_ovm88")
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theme_override_fonts/mono_font = ExtResource("4_ovm88")
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theme_override_fonts/italics_font = ExtResource("2_8uhga")
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theme_override_fonts/bold_italics_font = ExtResource("2_8uhga")
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theme_override_fonts/bold_font = ExtResource("4_ovm88")
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theme_override_font_sizes/bold_italics_font_size = 30
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theme_override_font_sizes/italics_font_size = 30
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theme_override_font_sizes/mono_font_size = 30
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@@ -149,7 +149,7 @@ unique_name_in_owner = true
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layout_mode = 2
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size_flags_vertical = 8
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theme_override_constants/separation = 2
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script = ExtResource("3_72ixx")
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script = ExtResource("5_s4c7i")
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response_template = NodePath("ResponseExample")
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[node name="ResponseExample" type="Button" parent="Balloon/Responses/ResponsesMenu"]
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@@ -4,9 +4,3 @@ extends Control
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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self.hide()
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pass # Replace with function body.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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pass
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@@ -22,9 +22,3 @@ func build_dialog_tree(tree_model: Array[int]) -> Dictionary:
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tree.merge(branch)
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return tree
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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pass
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+22
-3
@@ -1,5 +1,6 @@
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extends Control
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var balloon: Node
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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@@ -7,6 +8,24 @@ func _ready() -> void:
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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pass
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func start_balloon(dialogue_resource: Resource, start_title: String):
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#Freeing Previous Balloon and Disconnecting DialogueManager signals
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clean_balloon()
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#Instantiating a custom balloon
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var balloon_path = "res://Dialogues/balloon_big.tscn"
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var Balloon: Resource = load(balloon_path)
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balloon = Balloon.instantiate()
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get_tree().current_scene.add_child(balloon)
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#Starting dialogue
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balloon.start(dialogue_resource, start_title)
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func clean_balloon():
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#Freeing Previous Balloon
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if is_instance_valid(balloon):
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balloon.queue_free()
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@@ -21,9 +21,3 @@ func get_save_date() -> String:
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dt.month, dt.day, dt.year,
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dt.hour, dt.minute
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]
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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pass
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+19
-11
@@ -6,6 +6,9 @@ extends Control
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@export var TextScreens: PackedScene
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@export var DialogueScreens: PackedScene
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var balloon: Node
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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@@ -45,12 +48,6 @@ func _ready() -> void:
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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pass
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# Starts a new game
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func _on_new_game_pressed():
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Globals.day_count = 1
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@@ -76,7 +73,7 @@ func play_intro():
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TransitionScreen.transition("big", [$TextScreens, $TextScreens/MarginContainer, text_container.get_child(4), UI, UI.get_node("UI/SkipContainer")], [$DialogueScreens])
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await TransitionScreen.transition_finished
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DialogueManager.show_dialogue_balloon(Globals.dialogue_intro, "start")
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$DialogueScreens.start_balloon(Globals.dialogue_intro, "start")
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await DialogueManager.dialogue_ended
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#Starting the day
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@@ -115,7 +112,7 @@ func _on_recovery_pressed():
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await TransitionScreen.transition_finished
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#End of day dialogue
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DialogueManager.show_dialogue_balloon(Globals.dialogue_recovery, "end_of_day_" + str(Globals.day_count))
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$DialogueScreens.start_balloon(Globals.dialogue_recovery, "end_of_day_" + str(Globals.day_count))
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await DialogueManager.dialogue_ended
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#Start of the next day
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@@ -160,11 +157,16 @@ func save_game(save_slot_number:int):
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#Loads save file from the selected load slot
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func load_game(load_slot_number:int):
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#CLeaning balloons
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$DialogueScreens.clean_balloon()
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$ScreeningDesk.clean_balloon()
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#Hiding loading menus and masks
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TransitionScreen.mask.visible = false
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UI.get_node("UI/Menu").hide()
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UI.get_node("UI/UpperContainer").hide()
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UI.get_node("UI/Load").hide()
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UI.get_node("UI/LoadTitle").hide()
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UI.get_node("UI/Menu").hide()
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#Opening save file
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var file = FileAccess.open("res://Saves/save_" + str(load_slot_number) + ".json", FileAccess.READ)
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@@ -202,10 +204,16 @@ func _on_load_slot_pressed(load_slot):
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func _on_main_menu_pressed():
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#Hiding menu
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#Removing mask
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TransitionScreen.mask.visible = false
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#Cleaning balloons
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$DialogueScreens.clean_balloon()
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$ScreeningDesk.clean_balloon()
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#Hiding menus
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UI.get_node("UI/Menu").hide()
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UI.get_node("UI/UpperContainer").hide()
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TransitionScreen.mask.visible = false
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#Going back to main menu
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var scenes_to_hide = [$ScreeningDesk, $Bedroom, $TextScreens, $TextScreens/Day, $ScreeningDesk.patient_controls, $ScreeningDesk.end_of_day_controls, $ScreeningDesk.patient_texture, $ScreeningDesk.panel_container, $ScreeningDesk.face_zoom] + $ScreeningDesk.margin_container.get_children()
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+1
-1
@@ -24,7 +24,7 @@ CurrentPatient="*res://current_patient.gd"
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[dialogue_manager]
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general/balloon_path="res://Dialogues/balloon.tscn"
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general/balloon_path="res://Dialogues/balloon_big.tscn"
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[display]
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+12
-7
@@ -93,6 +93,7 @@ func new_patient(patient_id):
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#Show patient file
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func _on_patient_file_pressed():
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for node in margin_container.get_children():
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@@ -103,6 +104,7 @@ func _on_patient_file_pressed():
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#Show guidebook
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func _on_guidebook_pressed():
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for node in margin_container.get_children():
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@@ -113,6 +115,7 @@ func _on_guidebook_pressed():
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#Brings in next patient
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func _on_call_next_patient_pressed():
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#Hiding and Showing appropriate scenes
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@@ -126,6 +129,7 @@ func _on_call_next_patient_pressed():
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#Shows patient recording
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func _on_patient_recording_pressed():
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for node in margin_container.get_children():
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@@ -136,6 +140,7 @@ func _on_patient_recording_pressed():
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#Records the dialogues
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func _recording_text(dialogue_line):
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var line = dialogue_line.text
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@@ -156,6 +161,7 @@ func _recording_text(dialogue_line):
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#Show face zoom
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func _on_examine_pressed():
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for node in margin_container.get_children():
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@@ -165,6 +171,7 @@ func _on_examine_pressed():
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#Change emotions following dialogue tags
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func _change_emotion(dialogue_line) -> void:
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var line_tag = dialogue_line.tags
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@@ -178,6 +185,7 @@ func _change_emotion(dialogue_line) -> void:
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func _on_containment_pressed():
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#Ask for confirmation
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var lambda = func(): clear_patient("containment")
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var choice_text = "[center]Do you really want to send this patient to [color=darkred]Containment[/color] ?[/center]"
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@@ -187,6 +195,7 @@ func _on_containment_pressed():
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func _on_psych_ward_pressed():
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#Ask for confirmation
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var lambda = func(): clear_patient("psych_ward")
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var choice_text = "[center]Do you really want to send this patient to the [color=darkgreen]Psych Ward[/color] ?[/center]"
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@@ -194,6 +203,7 @@ func _on_psych_ward_pressed():
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#Starting dialogue
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func start_balloon(dialogue_resource: Resource, start_title: String):
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#Freeing Previous Balloon and Disconnecting DialogueManager signals
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@@ -211,6 +221,7 @@ func start_balloon(dialogue_resource: Resource, start_title: String):
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#Clears patient and transitions towards next patient or end of day
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func clear_patient(choice:String):
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#Hiding Patient Controls and showing Patient Face
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@@ -254,6 +265,7 @@ func _on_recovery_pressed():
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#Cleaning balloon
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func clean_balloon():
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#Freeing Previous Balloon and Disconnecting DialogueManager signals
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@@ -263,10 +275,3 @@ func clean_balloon():
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DialogueManager.disconnect("got_dialogue", _change_emotion)
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if DialogueManager.is_connected("got_dialogue", _recording_text):
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DialogueManager.disconnect("got_dialogue", _recording_text)
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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pass
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+1
-7
@@ -7,15 +7,9 @@ extends CanvasLayer
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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#Hiding everything
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self.hide()
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for node in intro_text_container.get_children():
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node.hide()
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$MarginContainer/IntroBoxContainer/Header.hide()
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$Day.hide()
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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pass
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+5
-10
@@ -1,30 +1,25 @@
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extends CanvasLayer
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signal new_game_pressed
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signal load_pressed
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signal settings_pressed
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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#Connecting signals
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$TitleScreen/MenuContainer/NewGame.pressed.connect(_on_new_game_pressed)
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$TitleScreen/MenuContainer/Load.pressed.connect(_on_load_pressed)
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$TitleScreen/MenuContainer/Settings.pressed.connect(_on_settings_pressed)
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$TitleScreen/MenuContainer/QuitGame.pressed.connect(_on_quit_game_pressed)
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#Hiding everything
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self.hide()
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pass
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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pass
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func _on_new_game_pressed() -> void:
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new_game_pressed.emit()
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print("Starting New Game...")
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@@ -33,9 +28,9 @@ func _on_load_pressed():
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TransitionScreen.mask.visible = true
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func _on_settings_pressed() -> void:
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settings_pressed.emit()
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pass
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@@ -14,20 +14,26 @@ signal transition_finished
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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#Hiding masks
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big_fading.visible = false
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small_fading.visible = false
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mask.visible = false
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#Connecting signals
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big_animation.connect("animation_finished", _on_animation_finished)
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small_animation.connect("animation_finished", _on_animation_finished)
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func _on_animation_finished(anim_name):
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#Fades back to normal when fade_to_black is done
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if anim_name == "fade_to_black":
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fading_finished.emit()
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big_animation.play("fade_to_normal")
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small_animation.play("fade_to_normal")
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#Resets everything when fading_to_normal is done
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elif anim_name == "fade_to_normal":
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transition_finished.emit()
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Globals.is_transitioning = false
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@@ -53,10 +59,11 @@ func fading(size):
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#Transitions the scenes
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func transition(fading_screen_size, scenes_to_hide, scenes_to_show):
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#Fade in and out
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fading(fading_screen_size)
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await self.fading_finished
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#When the screen is black from fading, change the shown scenes before it fades back to normal
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for scene in scenes_to_hide:
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scene.hide()
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for scene in scenes_to_show:
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@@ -19,7 +19,6 @@ tracks/0/keys = {
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[sub_resource type="Animation" id="Animation_20bx3"]
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resource_name = "fade_to_black"
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length = 2.0
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tracks/0/type = "value"
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tracks/0/imported = false
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tracks/0/enabled = true
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@@ -35,7 +34,6 @@ tracks/0/keys = {
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[sub_resource type="Animation" id="Animation_in743"]
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resource_name = "fade_to_normal"
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length = 2.0
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tracks/0/type = "value"
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tracks/0/imported = false
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tracks/0/enabled = true
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Reference in New Issue
Block a user