Code reorganizing

This commit is contained in:
Maurane
2026-02-24 18:01:23 +01:00
parent 450d372775
commit a9698155fa
52 changed files with 1458 additions and 679 deletions
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extends Control
@onready var tab_patient_file = $Margin/ComputerScreen/Tabs/PatientFile
@onready var tab_rules = $Margin/ComputerScreen/Tabs/Rules
@onready var tab_recording = $Margin/ComputerScreen/Tabs/Recording
@onready var patient_file = $Margin/ComputerScreen/ComputerTabs/FileContainer/PatientFile
@onready var rules = $Margin/ComputerScreen/ComputerTabs/Rules
@onready var recording = $Margin/ComputerScreen/ComputerTabs/Recording
@onready var screen = $Margin/ComputerScreen2
@onready var next_patient_button = $Margin/NextPatient/CallNextPatient
var tab_list
var screen_list
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
tab_list = [tab_patient_file, tab_rules, tab_recording]
screen_list = [patient_file, rules, recording]
#Connecting signals
tab_patient_file.pressed.connect(self._on_tab_patient_file_pressed)
tab_rules.pressed.connect(self._on_tab_rules_pressed)
tab_recording.pressed.connect(self._on_tab_recording_pressed)
Globals.response_chosen.connect(self._on_response_chosen)
#Hiding everything
for node in tab_list + screen_list + [screen, next_patient_button]:
node.hide()
#Displays a message on the computer screen
func display(message):
var text = message.replace("\\n", "\n") #Replaces litteral backslashes by actual newlines (necessary because of Dialogue Manager)
screen.text = text
screen.show()
#Shows the patient file tab
func _on_tab_patient_file_pressed():
tab_switch(tab_patient_file, patient_file)
#Shows the rules tab
func _on_tab_rules_pressed():
tab_switch(tab_rules, rules)
#Shows the recording tab
func _on_tab_recording_pressed():
tab_switch(tab_recording, recording)
#Shows the correct screen according to the pressed tab
func tab_switch(pressed_tab, tab_screen):
#Highlights pressed tab and unpress the others
for tab in tab_list:
tab.set_pressed(false)
tab.set_mouse_filter(Control.MOUSE_FILTER_STOP)
pressed_tab.set_pressed(true)
pressed_tab.set_mouse_filter(Control.MOUSE_FILTER_IGNORE)
#Showing desired screen and hiding the others
for node in screen_list:
node.hide()
tab_screen.show()
func _recording_text(dialogue_line): #Records the dialogues
recording.append_text("\n\n")
recording.append_text("[color=red]" + dialogue_line.character + "[/color]" + "\n")
recording.append_text(dialogue_line.text)
func _on_response_chosen(response): #Adds protagonist responses to the recording tab
recording.append_text("\n\n")
recording.append_text("[color=green]You[/color]" + "\n")
recording.append_text(response.text)
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extends RichTextLabel
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
Globals.console_message.connect(self.display)
hide()
#Displays a message on the console screen
func display(message):
var text_to_display = message
text_to_display = text_to_display.replace("\\n", "\n") #Replaces litteral backslashes by actual newlines (necessary because of Dialogue Manager)
text = text_to_display
show()
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extends TextureButton
signal decision_made
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
self.pressed.connect(self._on_green_button_pressed)
set_disabled(true)
func _on_green_button_pressed():
if Globals.buttons_activated:
decision_made.emit("release")
set_toggle_mode(true)
set_pressed_no_signal(true)
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extends CanvasLayer
@onready var journal_symptoms = $JournalOpen/JournalMargin/PageArea/RightPage/Symptoms
#Journal Settings
var symptoms_detailed: Array[Array] = [
["SUICIDAL IDEATIONS\nPersistent thoughts about ending one's own life",
"PERSECUTORY DELUSIONS\nFalse conviction of being targeted or harmed",
"UNNATURAL BEHAVIOUR\nSigns or marks of non-human nature",
"AUDITORY HALLUCINATIONS\nFalse perceptions of external sound"],
["MEGALOMANIAC DELUSIONS\nFalse exaggeration of self-importance or power",
"SOMATIC HALLUCINATIONS\nFalse sensations, from inside the body or on the skin"],
["MYSTICAL DELUSIONS\nFalse certainty of spiritual, divine connection",
"MANIA\nExcessively elevated mood and increased energy"],
["CHEMOSENSORY HALLUCINATIONS\nFalse perceptions of smell or taste",
"SELF-MUTILATION\nDeliberate self-injury"],
["HETERO-AGRESSIVE BEHAVIOUR\nExcessive hostility, verbal agression, threats",
"VISUAL HALLUCINATIONS\nFalse perceptions of visual stimuli"]
]
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
$JournalOpen/JournalMargin/PageArea/LeftPage/CloseManual.pressed.connect(self._on_close_manual_pressed)
hide()
func _on_close_manual_pressed():
hide()
func _on_journal_pressed():
show()
func update_journal(floor_count:int):
var symptoms_page : String = ""
for i in range(-floor_count):
for symptom in symptoms_detailed[i]:
symptoms_page += "\n\n" + symptom
journal_symptoms.text = symptoms_page
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extends RichTextLabel
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
pass # Replace with function body.
#Updates Middle Screen Info
func update(day_count, floor_count, diagnoses_count, diagnoses_quota):
var day = Globals.colorize(str(day_count), "dark_orange")
var floor = Globals.colorize(str(floor_count), "dark_orange")
var diagnoses = Globals.colorize(str(diagnoses_count) + "/" + str(diagnoses_quota), "dark_orange")
text = "DAY: " + day + "\n\nFLOOR: " + floor + "\n\nACCURATE DIAGNOSES: " + diagnoses
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extends TextureRect
func _ready() -> void:
#Hiding
hide()
#Change emotions following dialogue tags
func _change_emotion(dialogue_line) -> void:
var line_tag = dialogue_line.tags
print("Patient marker value: " + str(Patient.marker[0]))
if line_tag.is_empty() == false:
var new_emotion = line_tag[0]
texture = Patient.emotions[String(new_emotion)]
print("Patient emotion changed to ", new_emotion)
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extends Node
#Dialogue variables
var dialog_tree: Dictionary
var marker: Array[int]
var dialogue_resource: Resource
#Patient attributes
var texture := TextureRect.new()
var image : Texture2D
var original_color: Color
var emotions : Dictionary
var abnormal: bool
#Patient file
var file_text : String
#Patient symptoms ordered from floor to floor
var symptoms_arrays: Array[Array] = [
["SUICIDAL IDEATIONS", "PERSECUTORY DELUSIONS", "UNNATURAL BEHAVIOUR", "AUDITORY HALLUCINATIONS"],
["SOMATIC HALLUCINATIONS", "MEGALOMANIAC DELUSIONS"],
["MYSTICAL DELUSIONS", "MANIA"],
["CHEMOSENSORY HALLUCINATIONS", "SELF-MUTILATION"],
["VISUAL HALLUCINATIONS", "HETERO-AGRESSIVE BEHAVIOUR"]
]
#Lists of possible patients sorted by floor
var patient_list : Array[Dictionary]
#Supervisor file path
var supervisor_name = "loeveth"
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
#Setting up dialogue marker
marker.resize(100)
marker.fill(0)
#Setting up patient list
patient_list.resize(len(symptoms_arrays))
original_color = texture.modulate #Saving original modulation color to reset it after modification
func build_dialog_tree(tree_model: Array[int]) -> Dictionary: #Builds the dialog tree for each dialogue
var branch : Dictionary
var tree : Dictionary
for branch_id in tree_model:
branch = {branch_id: "not_asked"}
tree.merge(branch)
return tree
func new_patient(patient_id):
var file_path: String
#Loading Patient Files
var config := ConfigFile.new()
file_path = "res://Dialogues/Patients/patient_" + patient_id + "_file.cfg"
config.load(file_path)
#Setting up Patient File
var patient_name = config.get_value("", "name")
var age = config.get_value("", "age")
var profession = config.get_value("", "profession")
var psychiatric_assessment = config.get_value("", "psychiatric_assessment")
file_text = "NAME: " + patient_name + "\nAGE: " + age + "\n\nPROFESSION: " + profession + "\n\nPRE-SCREENING PSYCHIATRIC ASSESSMENT:\n\n" + "[color=orange_red]" + psychiatric_assessment + "[/color]"
file_path = "res://Art/Patients/patient_" + patient_id + "/patient_" + patient_id + "_"
load_emotions(config, file_path)
#Loading Dialogue Resource
file_path = "res://Dialogues/Patients/patient_" + patient_id + ".dialogue"
dialogue_resource = load(file_path)
#Randomizing abnormal status if required
var status = config.get_value("", "status")
match status:
"random":
abnormal = randf() < 0.5 #50/50 abnormal/normal
print("Abnormal value: " + str(abnormal))
"normal":
abnormal = false
"abnormal":
abnormal = true
func load_emotions(config, patient_path):
#Loading Patient Initial Face
var initial_emotion = config.get_value("", "initial_emotion")
var file_path = patient_path + initial_emotion + ".png"
image = load(file_path)
#Loading Face Emotions
var face: Resource
var emotion_branch: Dictionary
var emotion_list = ["neutral", "peaceful", "praying", "puzzled", "suspicious",
"sadsmiling", "crazysmiling", "shockedcrying", "smiling",
"laughing", "happy", "elated", "maniac", "ecstatic",
"irritated", "angry",
"sad", "depressed", "crying", "surprised",
"worried", "scared", "shocked", "panicked", "terrified",
"abnormal", "abnormal1", "abnormal2", "abnormal3", "special"]
emotions.clear() #Clearing previous patient emotions
for emotion in emotion_list:
file_path = patient_path + emotion + ".png"
face = load(file_path)
if face != null:
emotion_branch = {emotion: face}
emotions.merge(emotion_branch)
#Sorts the patients to determine who can appear on what floor depending on the symptoms unlocked
func sort_patients():
var config := ConfigFile.new()
var file_path : String
var patient_symptoms: Array
var symptom_matched : bool
var symptom_list: Array
for patient_id in Globals.patient_list:
#Loads symptoms for each patient
patient_symptoms.clear()
file_path = "res://Dialogues/Patients/patient_" + patient_id + "_file.cfg"
config.load(file_path)
symptom_list = config.get_value("", "psychiatric_assessment").split("\n", false)
patient_symptoms = symptom_list
symptom_list = config.get_value("", "abnormal_symptoms").split("\n", false)
patient_symptoms.append_array(symptom_list)
print("Patient #" + patient_id + " symptom list: " + str(patient_symptoms))
#Goes through the symptoms_arrays from the last to the first,
#If a symptom matches with the patient symptoms,
#Add that patient to the floors from that floor to the last one
for j in range(len(symptoms_arrays)-1, -1, -1):
for symptom in patient_symptoms:
if symptoms_arrays[j].has(symptom):
symptom_matched = true
print("Symptom matched: " + str(symptoms_arrays[j]) + " and " + str(symptom))
break
if symptom_matched:
for k in range(j, symptoms_arrays.size()):
patient_list[k].merge({patient_id: j+1}) # Adds the patient to every floor compatible
symptom_matched = false
break
for i in range(len(patient_list)):
print("Floor " + str(i) + " possible patients: " + str(patient_list[i]))
#Weighted random selection from an Array
func weighted_random(patients: Dictionary):
#Calculating total weight
var total_weight : int
for weight in patients.values():
total_weight += weight
print("Total weight: " + str(total_weight))
var r = randf() * total_weight
print("r :" + str(r))
var weight_sum : int
for patient_id in patients:
weight_sum += patients[patient_id]
if weight_sum >= r:
print("Patient selected: " + patient_id + ", Weight: " + str(patients[patient_id]))
return patient_id
return null
func generate_patient_id() -> String: #Generates a patient ID
#Generating patient_id
var floor_index = -Globals.floor_count -1
print("Floor Index: " + str(floor_index))
var patient_id = weighted_random(patient_list[floor_index]) #Picks a random patient depending on floor, with weighted odds
for j in range(len(patient_list)):
if len(patient_list[j]) > 1:
patient_list[j].erase(patient_id) #Removes picked patient from unseen patients list
print("Updated Floor " + str(j) + " list: " + str(patient_list[j]))
return patient_id
func next_patient() -> String: #Decides next patient ID
var next_patient_id: String
match Globals.floor_count:
-2:
if Globals.patient_count == 0:
next_patient_id = "it_that_smiles"
else:
next_patient_id = generate_patient_id()
_:
next_patient_id = generate_patient_id()
return next_patient_id
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extends TextureButton
signal decision_made
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
self.pressed.connect(self._on_green_button_pressed)
set_disabled(true)
func _on_green_button_pressed():
if Globals.buttons_activated:
decision_made.emit("terminate")
set_toggle_mode(true)
set_pressed_no_signal(true)
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extends RichTextLabel
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
Globals.release_display.connect(self._on_release_display)
text = Globals.colorize("RELEASE", "web_gray")
func _on_release_display(message:String):
text = message
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extends Control
#DeskAssets
@onready var patient = $UpperHalf/ControlGlass/Patient
@onready var supervisor = $UpperHalf/ControlGlass/Supervisor
@onready var green_button = $LowerHalf/GreenButton
@onready var red_button = $LowerHalf/RedButton
@onready var journal = $LowerHalf/Journal/JournalButton
@onready var journal_layer = $JournalLayer
@onready var release = $LowerHalf/DecisionScreen/MarginContainer/HBoxContainer/Release
@onready var terminate = $LowerHalf/DecisionScreen/MarginContainer/HBoxContainer/Terminate
@onready var patient_color: Color
@onready var computer = $LowerHalf/Computer
@onready var middle_screen = $LowerHalf/MiddleScreen/MarginContainer/MiddleScreen
@onready var console_screen = $LowerHalf/Console/Margin/ConsoleScreen
#RoomAssets
@onready var cell_top = $RoomAssets/CellTop
@onready var cell_bot = $RoomAssets/CellBot
@onready var cell_animation = $RoomAssets/CellAnimation
@onready var cell_wall = $RoomAssets/CellWall
@onready var backwall_animation = $RoomAssets/Backwall/BackwallAnimation
#DialogueAssets
@onready var patient_dialogue_resource: Resource
@onready var balloon: Node
@onready var patient_emotions : Dictionary
@onready var message_array: Array[String]
var main: Node
var accurate_diagnoses = 0
func _ready() -> void:
#Referencing main node
main = get_parent()
#Connecting signals
computer.next_patient_button.pressed.connect(self._on_call_next_patient_pressed)
red_button.decision_made.connect(self._on_decision_made)
green_button.decision_made.connect(self._on_decision_made)
journal.pressed.connect(journal_layer._on_journal_pressed)
Globals.clear_patient.connect(self._on_clear_patient)
Globals.color_change.connect(self._on_color_change)
#Hiding and showing appropriate RoomAssets
for room_asset in [cell_top, cell_bot, cell_wall]:
room_asset.hide()
for room_asset in [$RoomAssets/Glass, $RoomAssets/Room, $RoomAssets/Backwall]:
room_asset.show()
#$RoomAssets/Backwall.position = Vector2(0, -2700)
hide() #Hiding ScreeningDesk
message_array.resize(3) #Setting up message array
func new_patient():
var new_id = Patient.next_patient()
#Patient.new_patient("it_that_smiles") #Line for testing purposes
Patient.new_patient(new_id) #Line for generating new patient
computer.patient_file.text = Patient.file_text
computer.recording.text = ""
patient.texture = Patient.image
#Setting up UI
computer.next_patient_button.show()
console_screen.display(Globals.directives)
func _on_call_next_patient_pressed(): #Brings in next patient and sets up the desk controls
#Hiding the next_patient button
var scenes_to_hide = [computer.next_patient_button, supervisor]
for scenes in scenes_to_hide:
scenes.hide()
# Shows transition messages on computer and console
var message : String
message = Globals.colorize("COMPUTING CELL TRANSLATION...", "orange_red")
computer.display(message)
message = Globals.colorize("- BRINGING IN NEXT PATIENT -", "dark_orange")
console_screen.display(message)
#Shutters entry animation
cell_animation.play("incoming")
cell_top.show()
cell_bot.show()
await cell_animation.animation_finished
#Showing the Patient and the Backroom
var scenes_to_show = [patient, cell_wall]
for scene in scenes_to_show:
scene.show()
#Opening Shutters
cell_animation.play("open")
await cell_animation.animation_finished
#Activating Buttons
green_button.set_disabled(false)
red_button.set_disabled(false)
#Coloring Release and Terminate
release.text = Globals.colorize("RELEASE", "dark_green")
terminate.text = Globals.colorize("TERMINATE", "dark_red")
#Starting Dialogue and hiding console screen
computer.screen.hide()
console_screen.hide()
main.start_balloon("screening", "patient", Patient.dialogue_resource, "start")
#Showing Computer Tabs and showing Patient File Screen by default
for tab in computer.tab_list:
tab.show()
tab.set_mouse_filter(Control.MOUSE_FILTER_STOP)
computer.patient_file.show()
#Updating patient_count
Globals.patient_count += 1
#Starts release or termination protocols when the corresponding button is pressed
func _on_decision_made(choice: String):
#Hiding computer tabs screen
for node in computer.tab_list + computer.screen_list:
node.hide()
#Setting up console and computer displays
if choice == "release":
release.text = Globals.colorize("RELEASE", "green") #Highlighting the decision
message_array = Globals.release_messages
elif choice == "terminate":
terminate.text = Globals.colorize("TERMINATE", "red") #Highlighting the decision
message_array = Globals.terminate_messages
console_screen.display(message_array[0])
computer.display(message_array[2])
#Disabling Buttons
green_button.set_mouse_filter(Control.MOUSE_FILTER_IGNORE)
red_button.set_mouse_filter(Control.MOUSE_FILTER_IGNORE)
#Final Patient Dialogue
main.start_balloon("screening", "patient", Patient.dialogue_resource, choice)
#Clears patient and transitions towards next patient or end of day
func _on_clear_patient(choice:String):
# Updating middle screen info and accurate_diagnoses value
if (Patient.abnormal == true and choice == "terminate") or (Patient.abnormal == false and choice == "release"):
accurate_diagnoses += 1
else:
accurate_diagnoses = 0 # Resetting to 0 if the player makes a wrong diagnosis
middle_screen.update(Globals.day_count, Globals.floor_count, accurate_diagnoses, Globals.diagnoses_quota)
#Showing second console message
console_screen.display(message_array[1])
#Closing Shutters
cell_animation.play("close")
await cell_animation.animation_finished
#Hiding the cell and restoring the backroom and patient's original colors
for scene in [patient, cell_wall]:
scene.hide()
patient.modulate = Patient.original_color
cell_wall.modulate = Patient.original_color
#Hiding Computer screen and resetting Console screen once the animation is done
cell_animation.play(choice)
await cell_animation.animation_finished
computer.screen.hide()
console_screen.hide()
#Reenabling mouse filter and resetting buttons
for button in [green_button, red_button]:
button.set_mouse_filter(Control.MOUSE_FILTER_STOP)
button.set_pressed(false)
button.set_toggle_mode(false)
button.set_disabled(true)
#Resetting decision screen
release.text = Globals.colorize("RELEASE", "web_gray")
terminate.text = Globals.colorize("TERMINATE", "web_gray")
#Descending Floor if diagnoses_quota reached
if accurate_diagnoses == Globals.diagnoses_quota:
descend_floor()
else:
new_patient()
func _on_color_change(color: String): #Modulating backroom and patient colors
var new_color: Color
match color:
"red":
new_color = Color(1,0.1,0.1,1)
"green":
new_color = Color(0.5,1,0.5,1)
patient.modulate = new_color
cell_wall.modulate = new_color
print("Color changed to: " + str(new_color))
func descend_floor(): #Descends to next floor
#Displaying information on screens
var message : String
message = Globals.colorize("DIAGNOSES QUOTA REACHED", "green_yellow") + "\n\n" + "SECURITY CLEARANCE UPDATED" + "\n\n" + Globals.colorize("ACCESS TO NEXT FLOOR AUTHORIZED", "green")
computer.display(message)
message = Globals.colorize("- DESCENT PROTOCOL INITIATED -\n\n- TRANSLATING TO NEXT FLOOR -", "dark_orange")
console_screen.display(message)
#Descending animation
backwall_animation.play("going_down_1")
await backwall_animation.animation_finished
backwall_animation.play("going_down_2")
await backwall_animation.animation_finished
#Updating middle screen info
Globals.floor_count -= 1
accurate_diagnoses = 0
Globals.diagnoses_quota += 1
middle_screen.update(Globals.day_count, Globals.floor_count, accurate_diagnoses, Globals.diagnoses_quota)
#Resetting patient_count
Globals.patient_count = 0
#Updating journal symptoms
journal_layer.update_journal(Globals.floor_count)
#Hiding screen messages
computer.screen.hide()
console_screen.hide()
#Interfloor dialogue
supervisor.dialogue("interfloor_" + str(-Globals.floor_count-1))
await supervisor.dialogue_finished
#Setting up new patient
new_patient()
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extends TextureRect
@onready var mat := material as ShaderMaterial
signal reveal_done
signal hide_done
signal dialogue_finished
func _ready():
#Hiding
hide()
#Setting up shader
randomize()
#Noise setup
var noise := FastNoiseLite.new()
noise.noise_type = FastNoiseLite.TYPE_SIMPLEX
noise.frequency = 20.0
noise.seed = randi()
var noise_tex := NoiseTexture2D.new()
noise_tex.noise = noise
noise_tex.width = 512
noise_tex.height = 512
noise_tex.seamless = true
mat.set_shader_parameter("noise_tex", noise_tex)
#Revealing supervisor in a noise spray
func reveal_spray():
mat.set_shader_parameter("progress", 0.0)
var tween = create_tween()
tween.tween_method(set_progress, 0.0, 1.0, 3.0) \
.set_trans(Tween.TRANS_SINE) \
.set_ease(Tween.EASE_OUT)
await tween.finished
reveal_done.emit()
#hiding supervisor in a hiding spray
func hide_spray():
mat.set_shader_parameter("progress", 1.0)
var tween = create_tween()
tween.tween_method(set_progress, 1.0, 0.0, 3.0) \
.set_trans(Tween.TRANS_SINE) \
.set_ease(Tween.EASE_OUT)
await tween.finished
hide_done.emit()
#Progressing the reveal/hide
func set_progress(value: float):
mat.set_shader_parameter("progress", value)
#Supervisor dialogue, mainly between floors
func dialogue(dialogue_start):
#Loading supervisor data
var config := ConfigFile.new()
var file_path = "res://Dialogues/Patients/prime_supervisor_" + Patient.supervisor_name + "_file.cfg"
config.load(file_path)
file_path = "res://Art/Patients/prime_supervisor_" + Patient.supervisor_name + "/prime_supervisor_" + Patient.supervisor_name + "_"
Patient.load_emotions(config, file_path)
#Showing the supervisor
texture = Patient.image
show()
reveal_spray()
await reveal_done
#Dialogue
var dialogue_resource = load("res://Dialogues/Patients/prime_supervisor_" + Patient.supervisor_name + ".dialogue")
Globals.start_balloon.emit("screening", "supervisor", dialogue_resource, dialogue_start)
await DialogueManager.dialogue_ended
#Hiding the supervisor
hide_spray()
await hide_done
hide()
dialogue_finished.emit()
#Change emotions following dialogue tags
func _change_emotion(dialogue_line) -> void:
var line_tag = dialogue_line.tags
print("Supervisor marker value: " + str(Patient.marker[0]))
if line_tag.is_empty() == false:
var new_emotion = line_tag[0]
texture = Patient.emotions[String(new_emotion)]
print("Supervisor emotion changed to ", new_emotion)
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uid://cdkbyikbjqlsh
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shader_type canvas_item;
uniform sampler2D noise_tex;
uniform float progress : hint_range(0.0, 1.0) = 0.0;
uniform float softness : hint_range(0.001, 0.2) = 0.05;
void fragment() {
vec4 img = texture(TEXTURE, UV);
float noise = texture(noise_tex, UV).r;
float alpha = 1.0 - smoothstep(progress - softness, progress + softness, noise);
COLOR = vec4(img.rgb, img.a * alpha);
}
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uid://dwepb0lm1veje
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extends RichTextLabel
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
Globals.terminate_display.connect(self._on_terminate_display)
text = Globals.colorize("TERMINATE", "web_gray")
func _on_terminate_display(message:String):
text = message
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uid://dcjfpyxp3hqg8