Save/Load rework
This commit is contained in:
@@ -77,3 +77,10 @@ func _on_response_chosen(response): #Adds protagonist responses to the recording
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recording.append_text("\n\n")
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recording.append_text("[color=green]You[/color]" + "\n")
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recording.append_text(response.text)
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#Resets to initial state
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func reset():
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for node in tab_list + screen_list + [screen, next_patient_button]:
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node.hide()
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@@ -13,3 +13,9 @@ func display(message):
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text_to_display = text_to_display.replace("\\n", "\n") #Replaces litteral backslashes by actual newlines (necessary because of Dialogue Manager)
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text = text_to_display
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show()
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#Resets to initial state
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func reset():
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text = ""
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hide()
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@@ -12,3 +12,10 @@ func _on_green_button_pressed():
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decision_made.emit("release")
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set_toggle_mode(true)
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set_pressed_no_signal(true)
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#Resets to initial state
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func reset():
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set_mouse_filter(Control.MOUSE_FILTER_STOP)
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set_disabled(true)
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set_toggle_mode(false)
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set_pressed(false)
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@@ -42,3 +42,8 @@ func update_journal(floor_count:int):
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for symptom in symptoms_detailed[i]:
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symptoms_page += "\n\n" + symptom
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journal_symptoms.text = symptoms_page
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#Resets to initial state
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func reset():
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hide()
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@@ -2,8 +2,6 @@ extends TextureRect
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func _ready() -> void:
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#Hiding
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hide()
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@@ -16,3 +14,9 @@ func _change_emotion(dialogue_line) -> void:
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var new_emotion = line_tag[0]
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texture = Patient.emotions[String(new_emotion)]
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print("Patient emotion changed to ", new_emotion)
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#Resets to initial state
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func reset():
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modulate = Patient.original_color
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hide()
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@@ -24,7 +24,10 @@ var symptoms_arrays: Array[Array] = [
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["VISUAL HALLUCINATIONS", "HETERO-AGRESSIVE BEHAVIOUR"]
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]
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#Lists of possible patients sorted by floor
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var patient_list : Array[Dictionary]
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var og_patient_list : Array[Dictionary]
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var patient_list: Array[Dictionary]
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var og_its_patient_list = ["its_01"]
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var its_patient_list = []
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#Supervisor file path
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var supervisor_name = "loeveth"
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@@ -36,8 +39,10 @@ func _ready() -> void:
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marker.resize(100)
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marker.fill(0)
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#Setting up patient list
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#Setting up patient lists
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og_patient_list.resize(len(symptoms_arrays))
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patient_list.resize(len(symptoms_arrays))
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its_patient_list = og_its_patient_list
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original_color = texture.modulate #Saving original modulation color to reset it after modification
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@@ -58,6 +63,11 @@ func new_patient(patient_id):
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var file_path: String
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#Updating Global variables
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Globals.patient_id = patient_id
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Globals.patients_seen.append(patient_id)
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print("Patients seen list: " + str(Globals.patients_seen))
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#Loading Patient Files
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var config := ConfigFile.new()
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file_path = "res://Dialogues/Patients/patient_" + patient_id + "_file.cfg"
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@@ -151,11 +161,12 @@ func sort_patients():
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break
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if symptom_matched:
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for k in range(j, symptoms_arrays.size()):
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patient_list[k].merge({patient_id: j+1}) # Adds the patient to every floor compatible
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og_patient_list[k].merge({patient_id: j+1}) # Adds the patient to every floor compatible
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symptom_matched = false
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break
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for i in range(len(patient_list)):
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patient_list[i] = og_patient_list[i]
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print("Floor " + str(i) + " possible patients: " + str(patient_list[i]))
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@@ -186,16 +197,30 @@ func generate_patient_id() -> String: #Generates a patient ID
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var floor_index = -Globals.floor_count -1
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print("Floor Index: " + str(floor_index))
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var patient_id = weighted_random(patient_list[floor_index]) #Picks a random patient depending on floor, with weighted odds
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for j in range(len(patient_list)):
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if len(patient_list[j]) > 1:
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patient_list[j].erase(patient_id) #Removes picked patient from unseen patients list
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print("Updated Floor " + str(j) + " list: " + str(patient_list[j]))
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#Removes picked patient from patients list
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for i in range(len(patient_list)):
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if len(patient_list[i]) > 1:
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patient_list[i].erase(patient_id)
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print("Updated Floor " + str(i) + " list: " + str(patient_list[i]))
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return patient_id
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func generate_its_patient_id() -> String: #Generates an ITS patient ID
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#Generating ITS patient ID
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var its_patient_id = its_patient_list.pick_random()
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print("ITS Patient selected: " + str(its_patient_id))
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#Remove picked ITS patient from ITS patient list
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if len(its_patient_list) > 1:
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its_patient_list.erase(its_patient_id)
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print("Updated ITS Patient list: " + str(its_patient_list))
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return its_patient_id
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func next_patient() -> String: #Decides next patient ID
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var next_patient_id: String
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@@ -204,6 +229,8 @@ func next_patient() -> String: #Decides next patient ID
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-2:
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if Globals.patient_count == 0:
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next_patient_id = "its_00"
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elif Globals.its_patient_count < 1:
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next_patient_id = generate_its_patient_id()
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else:
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next_patient_id = generate_patient_id()
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_:
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@@ -211,4 +238,21 @@ func next_patient() -> String: #Decides next patient ID
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return next_patient_id
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func update_patient_list():
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#Erasing patients already seen from patient lists
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for patient_id in Globals.patients_seen:
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for i in range(len(patient_list)):
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if len(patient_list[i]) > 1:
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patient_list[i].erase(patient_id)
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#Erasing its patients already seen from its patient list
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for its_patient_id in Globals.its_patients_seen:
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if len(its_patient_list) > 1:
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its_patient_list.erase(its_patient_id)
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for j in range(len(patient_list)):
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print("Loaded Floor " + str(j) + " list: " + str(patient_list[j]))
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print("Loaded ITS Patient list: " + str(its_patient_list))
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@@ -4,11 +4,19 @@ signal decision_made
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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.pressed.connect(self._on_green_button_pressed)
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self.pressed.connect(self._on_red_button_pressed)
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set_disabled(true)
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func _on_green_button_pressed():
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func _on_red_button_pressed():
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if Globals.buttons_activated:
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decision_made.emit("terminate")
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set_toggle_mode(true)
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set_pressed_no_signal(true)
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#Resets to initial state
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func reset():
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set_mouse_filter(Control.MOUSE_FILTER_STOP)
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set_disabled(true)
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set_toggle_mode(false)
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set_pressed(false)
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@@ -9,3 +9,8 @@ func _ready() -> void:
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func _on_release_display(message:String):
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text = message
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#Resets to initial state
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func reset():
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text = Globals.colorize("RELEASE", "web_gray")
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@@ -0,0 +1,24 @@
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extends Control
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@onready var glass = $Glass
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@onready var cell_wall = $CellWall
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@onready var room = $Room
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@onready var backwall = $Backwall
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@onready var backwall_animation = $Backwall/BackwallAnimation
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@onready var cell_top = $CellTop
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@onready var cell_bot = $CellBot
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@onready var cell_animation = $CellAnimation
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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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pass # Replace with function body.
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#Resets to initial state
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func reset():
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cell_wall.modulate = Patient.original_color
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for node in [cell_wall, cell_top, cell_bot]:
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node.hide()
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for node in [glass, room, backwall]:
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node.show()
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@@ -0,0 +1 @@
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uid://bh5yd5cxceg24
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@@ -13,13 +13,7 @@ extends Control
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@onready var computer = $LowerHalf/Computer
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@onready var middle_screen = $LowerHalf/MiddleScreen/MarginContainer/MiddleScreen
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@onready var console_screen = $LowerHalf/Console/Margin/ConsoleScreen
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#RoomAssets
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@onready var cell_top = $RoomAssets/CellTop
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@onready var cell_bot = $RoomAssets/CellBot
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@onready var cell_animation = $RoomAssets/CellAnimation
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@onready var cell_wall = $RoomAssets/CellWall
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@onready var backwall_animation = $RoomAssets/Backwall/BackwallAnimation
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@onready var room_assets = $RoomAssets
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#DialogueAssets
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@onready var patient_dialogue_resource: Resource
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@@ -44,35 +38,30 @@ func _ready() -> void:
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Globals.clear_patient.connect(self._on_clear_patient)
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Globals.color_change.connect(self._on_color_change)
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#Hiding and showing appropriate RoomAssets
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for room_asset in [cell_top, cell_bot, cell_wall]:
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room_asset.hide()
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for room_asset in [$RoomAssets/Glass, $RoomAssets/Room, $RoomAssets/Backwall]:
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room_asset.show()
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#$RoomAssets/Backwall.position = Vector2(0, -2700)
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room_assets.reset()
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hide() #Hiding ScreeningDesk
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message_array.resize(3) #Setting up message array
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#Selecting next patient
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func new_patient():
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var new_id = Patient.next_patient()
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Patient.new_patient("its_01") #Line for testing purposes
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#Patient.new_patient(new_id) #Line for generating new patient
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#Patient.new_patient("its_01") #Line for testing purposes
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Patient.new_patient(new_id) #Line for generating new patient
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computer.patient_file.text = Patient.file_text
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computer.recording.text = ""
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patient.texture = Patient.image
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#Setting up UI
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computer.next_patient_button.show()
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console_screen.display(Globals.directives)
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func _on_call_next_patient_pressed(): #Brings in next patient and sets up the desk controls
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#Selecting next_patient
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new_patient()
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#Hiding the next_patient button
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var scenes_to_hide = [computer.next_patient_button, supervisor]
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for scenes in scenes_to_hide:
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@@ -86,19 +75,21 @@ func _on_call_next_patient_pressed(): #Brings in next patient and sets up the de
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console_screen.display(message)
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#Shutters entry animation
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cell_animation.play("incoming")
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cell_top.show()
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cell_bot.show()
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await cell_animation.animation_finished
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room_assets.cell_animation.play("incoming")
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room_assets.cell_top.show()
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room_assets.cell_bot.show()
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await room_assets.cell_animation.animation_finished
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#Showing the Patient and the Backroom
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var scenes_to_show = [patient, cell_wall]
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var scenes_to_show = [patient, room_assets.cell_wall]
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for scene in scenes_to_show:
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scene.show()
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#Opening Shutters
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cell_animation.play("open")
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await cell_animation.animation_finished
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room_assets.cell_animation.play("open")
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await room_assets.cell_animation.animation_finished
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room_assets.cell_top.hide()
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room_assets.cell_bot.hide()
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#Activating Buttons
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green_button.set_disabled(false)
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@@ -162,37 +153,29 @@ func _on_clear_patient(choice:String):
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console_screen.display(message_array[1])
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#Closing Shutters
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cell_animation.play("close")
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await cell_animation.animation_finished
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room_assets.cell_top.show()
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room_assets.cell_bot.show()
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room_assets.cell_animation.play("close")
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await room_assets.cell_animation.animation_finished
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#Hiding the cell and restoring the backroom and patient's original colors
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for scene in [patient, cell_wall]:
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scene.hide()
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patient.modulate = Patient.original_color
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cell_wall.modulate = Patient.original_color
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#Hiding patient and cell_wall
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for node in [patient, room_assets.cell_wall]:
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node.hide()
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#Hiding Computer screen and resetting Console screen once the animation is done
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cell_animation.play(choice)
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await cell_animation.animation_finished
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computer.screen.hide()
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console_screen.hide()
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#Playing release or terminate cell animation
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room_assets.cell_animation.play(choice)
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await room_assets.cell_animation.animation_finished
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#Reenabling mouse filter and resetting buttons
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for button in [green_button, red_button]:
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button.set_mouse_filter(Control.MOUSE_FILTER_STOP)
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button.set_pressed(false)
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button.set_toggle_mode(false)
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button.set_disabled(true)
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#Resetting decision screen
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release.text = Globals.colorize("RELEASE", "web_gray")
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terminate.text = Globals.colorize("TERMINATE", "web_gray")
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#Resetting the scene
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reset()
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#Descending Floor if diagnoses_quota reached
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if accurate_diagnoses == Globals.diagnoses_quota:
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descend_floor()
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else:
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new_patient()
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#Setting up UI
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computer.next_patient_button.show()
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console_screen.display(Globals.directives)
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func _on_color_change(color: String): #Modulating backroom and patient colors
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@@ -205,7 +188,7 @@ func _on_color_change(color: String): #Modulating backroom and patient colors
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"green":
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new_color = Color(0.5,1,0.5,1)
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patient.modulate = new_color
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cell_wall.modulate = new_color
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room_assets.cell_wall.modulate = new_color
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print("Color changed to: " + str(new_color))
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@@ -219,10 +202,10 @@ func descend_floor(): #Descends to next floor
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console_screen.display(message)
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#Descending animation
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backwall_animation.play("going_down_1")
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await backwall_animation.animation_finished
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backwall_animation.play("going_down_2")
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await backwall_animation.animation_finished
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room_assets.backwall_animation.play("going_down_1")
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await room_assets.backwall_animation.animation_finished
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room_assets.backwall_animation.play("going_down_2")
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await room_assets.backwall_animation.animation_finished
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#Updating middle screen info
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Globals.floor_count -= 1
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@@ -244,6 +227,13 @@ func descend_floor(): #Descends to next floor
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supervisor.dialogue("interfloor_" + str(-Globals.floor_count-1))
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await supervisor.dialogue_finished
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#Setting up new patient
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new_patient()
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#Setting up UI
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computer.next_patient_button.show()
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console_screen.display(Globals.directives)
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#Resets to initial state
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func reset():
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for node in [patient, supervisor, journal_layer, computer, console_screen, release, terminate,
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green_button, red_button, room_assets]:
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node.reset()
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@@ -1,4 +1,4 @@
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[gd_scene load_steps=59 format=3 uid="uid://chytk2cctjk3x"]
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[gd_scene load_steps=60 format=3 uid="uid://chytk2cctjk3x"]
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[ext_resource type="Script" uid="uid://b3ms0imu0umn8" path="res://Scenes/screening_desk/screening_desk.gd" id="1_1s7k3"]
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[ext_resource type="Script" uid="uid://dcax2vggaexnr" path="res://Scenes/screening_desk/journal_layer.gd" id="3_8gteb"]
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@@ -39,6 +39,7 @@
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[ext_resource type="Texture2D" uid="uid://q34mpgfv5upt" path="res://Art/Rooms/screening_room/backwall_extended.png" id="28_w70jd"]
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[ext_resource type="Texture2D" uid="uid://cqwn5qo7kab4x" path="res://Art/Rooms/screening_room/cell_bot.png" id="29_43vqp"]
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[ext_resource type="Texture2D" uid="uid://c6ary7qg7jhc6" path="res://Art/Rooms/screening_room/decision_screen.png" id="29_cobue"]
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[ext_resource type="Script" uid="uid://bh5yd5cxceg24" path="res://Scenes/screening_desk/room_assets.gd" id="34_7jdsc"]
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[sub_resource type="Theme" id="Theme_63o5x"]
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RichTextLabel/fonts/normal_font = ExtResource("14_0pvwy")
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@@ -953,6 +954,7 @@ anchor_bottom = 1.0
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grow_horizontal = 2
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grow_vertical = 2
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mouse_filter = 2
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script = ExtResource("34_7jdsc")
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[node name="Glass" type="TextureRect" parent="RoomAssets"]
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modulate = Color(1, 1, 1, 0.078431375)
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@@ -101,3 +101,10 @@ func _change_emotion(dialogue_line) -> void:
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var new_emotion = line_tag[0]
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texture = Patient.emotions[String(new_emotion)]
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print("Supervisor emotion changed to ", new_emotion)
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||||
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#Resets to initial state
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func reset():
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hide_spray()
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await hide_done
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hide()
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||||
|
||||
@@ -9,3 +9,8 @@ func _ready() -> void:
|
||||
|
||||
func _on_terminate_display(message:String):
|
||||
text = message
|
||||
|
||||
|
||||
#Resets to initial state
|
||||
func reset():
|
||||
text = Globals.colorize("TERMINATE", "web_gray")
|
||||
|
||||
Reference in New Issue
Block a user