End of chapter 6. A lot of problems took to much time to solve. It was good to know better Godot internal mechanism.
This commit is contained in:
@@ -1,6 +1,5 @@
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extends Timer
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class_name CommandProcessor
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signal BROADCAST_COMMAND(label)
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var resumeWaiting:bool = true
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@@ -16,17 +15,15 @@ func processCommand(command:Command):
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return
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stop()
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command.COMMAND_PROCESSED.connect(onCommandProcessed)
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BROADCAST_COMMAND.emit(command.getCommandText())
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emit_signal("BROADCAST_COMMAND", command.getCommandText())
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command.execute()
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func waitForCommand():
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resumeWaiting = true
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start()
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CommandDispatcher.DISPLAY_COMMAND_PROMPT.emit()
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func pauseProcessor():
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@@ -1,7 +1,8 @@
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extends Node
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var defaultMapPath: String = "res://scenes/game/maps/world_map.tscn"
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var currentMapPath: String = ""
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var defaultMapPath:String = "res://scenes/game/maps/world_map.tscn"
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var currentMapPath
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func startNewGame():
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currentMapPath = defaultMapPath
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@@ -4,7 +4,6 @@ signal COMMAND_PROCESSED(label)
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var commandLabel
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func execute():
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COMMAND_PROCESSED.emit(commandLabel)
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@@ -3,3 +3,9 @@ extends Node
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signal PROCESS_COMMAND(command)
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signal WAIT_FOR_COMMAND
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signal PAUSE_PROCESSOR
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signal PLAYER_MOVE(direction)
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signal DISPLAY_MESSAGE(message)
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signal DISPLAY_COMMAND_PROMPT
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signal DISPLAY_CLEAR
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22
scripts/game/commands/MoveCommand.gd
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22
scripts/game/commands/MoveCommand.gd
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@@ -0,0 +1,22 @@
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extends Command
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class_name MoveCommand
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var direction
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func _init(dir):
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commandLabel = "Move"
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direction = dir
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func execute():
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CommandDispatcher.PLAYER_MOVE.emit(direction)
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emit_signal("COMMAND_PROCESSED", getCommandText())
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func getDirectionString() -> String:
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return Map.Direction.keys()[direction]
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func getCommandText():
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return "%s %s" % [commandLabel, getDirectionString()]
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1
scripts/game/commands/MoveCommand.gd.uid
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1
scripts/game/commands/MoveCommand.gd.uid
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@@ -0,0 +1 @@
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uid://c136g73lrccts
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@@ -2,9 +2,10 @@ extends Command
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class_name PassCommand
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func _init() -> void:
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func _init():
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commandLabel = "Pass"
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func execute():
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print("Player passed.")
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COMMAND_PROCESSED.emit(commandLabel)
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@@ -1,12 +1,13 @@
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extends Node
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class_name GameScreen
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class_name GameScreen
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@export var map: Node
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@export var map: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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func _ready():
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map.add_child(load(GameManager.currentMapPath).instantiate())
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CommandDispatcher.WAIT_FOR_COMMAND.emit()
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func _on_pass_button_pressed() -> void:
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func _on_pass_button_pressed():
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CommandDispatcher.PROCESS_COMMAND.emit(PassCommand.new())
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5
scripts/game/maps/map.gd
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5
scripts/game/maps/map.gd
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@@ -0,0 +1,5 @@
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extends TileMap
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class_name Map
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enum Direction { North, East, South, West }
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1
scripts/game/maps/map.gd.uid
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1
scripts/game/maps/map.gd.uid
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@@ -0,0 +1 @@
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uid://dg5n82oyi536p
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@@ -1,27 +1,26 @@
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extends TileMap
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extends Map
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class_name Map2d
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enum TerrainDataTypes { TerrainType }
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func getTerrainDataForTile(layer, data, x, y):
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var tile: TileData = get_cell_tile_data(layer, Vector2i(x, y))
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if tile != null:
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var tile:TileData = get_cell_tile_data(layer, Vector2i(x, y))
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if (tile != null):
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return tile.get_custom_data(TerrainDataTypes.keys()[data])
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else:
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return null
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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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print(getTerrainDataForTile(0, TerrainDataTypes.TerrainType, 39, 17))
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print(getTerrainDataForTile(0, TerrainDataTypes.TerrainType, 0, 0))
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print(getTerrainDataForTile(0, TerrainDataTypes.TerrainType, 11, 11))
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print(getTerrainDataForTile(0, TerrainDataTypes.TerrainType, 6, 9))
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print(getTerrainDataForTile(0, TerrainDataTypes.TerrainType, 22, 22))
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#func _ready() -> void:
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# print(getTerrainDataForTile(0, TerrainDataTypes.TerrainType, 39, 17))
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# print(getTerrainDataForTile(0, TerrainDataTypes.TerrainType, 0, 0))
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# print(getTerrainDataForTile(0, TerrainDataTypes.TerrainType, 11, 11))
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# print(getTerrainDataForTile(0, TerrainDataTypes.TerrainType, 6, 9))
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# print(getTerrainDataForTile(0, TerrainDataTypes.TerrainType, 22, 22))
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#
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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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#func _process(delta: float) -> void:
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# pass
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@@ -1,6 +1,4 @@
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extends Map2d
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func _ready() -> void:
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super._ready()
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#func _ready() -> void:
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# super._ready()
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@@ -1,36 +1,32 @@
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extends Node
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signal LOADING_PROGRESS_UPDATED
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@export var loadingScene: Node = preload("res://scenes/ui/loading_screen.tscn").instantiate()
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signal LOADING_PROGRESS_UPDATED(percentage)
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var scenePath: String
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@export var loadingScene = preload("res://scenes/ui/loading_screen.tscn").instantiate()
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func loadScene(caller: Node, path: String):
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var scenePath
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func loadScene(caller, path):
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scenePath = path
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get_tree().root.add_child(loadingScene)
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ResourceLoader.load_threaded_request(scenePath)
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#print(scenePath)
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caller.queue_free()
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func _process(delta):
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if (scenePath != null):
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var progress = []
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var loaderStatus = ResourceLoader.load_threaded_get_status(scenePath, progress)
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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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if scenePath:
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var progress: Array = []
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var loaderStatus: ResourceLoader.ThreadLoadStatus = ResourceLoader.load_threaded_get_status(scenePath, progress)
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if loaderStatus == ResourceLoader.ThreadLoadStatus.THREAD_LOAD_LOADED:
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LOADING_PROGRESS_UPDATED.emit(progress[0])
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if (loaderStatus == ResourceLoader.THREAD_LOAD_LOADED):
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var loadedScene = ResourceLoader.load_threaded_get(scenePath).instantiate()
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get_tree().root.remove_child(loadingScene)
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get_tree().root.add_child(loadedScene)
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scenePath = ""
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elif loaderStatus == ResourceLoader.ThreadLoadStatus.THREAD_LOAD_IN_PROGRESS:
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LOADING_PROGRESS_UPDATED.emit(progress[0])
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else:
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pass
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scenePath = null
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@@ -1,7 +1,7 @@
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extends Control
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func _on_new_game_button_pressed() -> void:
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func _on_new_game_button_pressed():
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GameManager.startNewGame()
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Loader.loadScene(self, "res://scenes/game.tscn")
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@@ -1,6 +1,4 @@
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extends Label
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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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func _ready():
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text += ProjectSettings.get_setting("application/config/version")
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63
scripts/ui/Message Console.gd
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63
scripts/ui/Message Console.gd
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@@ -0,0 +1,63 @@
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extends MarginContainer
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@export var scrollContainer:ScrollContainer
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@export var messages:VBoxContainer
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@export var messageHistory := 10
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var messageLinePrefab = preload("res://scenes/ui/MessageLine.tscn")
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func _ready():
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CommandDispatcher.DISPLAY_MESSAGE.connect(_onMessageReceived)
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CommandDispatcher.DISPLAY_COMMAND_PROMPT.connect(displayCommandPrompt)
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CommandDispatcher.DISPLAY_CLEAR.connect(clearWindow)
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func _on_command(text):
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displayCommand(text)
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func _onMessageReceived(message):
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displayMessage(message)
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func displayCommandPrompt():
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messages.add_child(messageLinePrefab.instantiate())
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func clearWindow():
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for item in messages.get_children():
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messages.remove_child(item)
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item.queue_free()
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func scrollToEnd():
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await scrollContainer.get_v_scroll_bar().changed
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if (messages.get_child_count() > messageHistory):
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messages.get_child(0).queue_free()
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scrollContainer.scroll_vertical = scrollContainer.get_v_scroll_bar().max_value
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func displayMessage(message):
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var messageLine = messageLinePrefab.instantiate()
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messageLine.text = "%s\n" % message
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messages.add_child(messageLine)
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scrollToEnd()
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func displayCommand(message):
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var currentMessageLine:RichTextLabel
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if (messages.get_child_count() == 0):
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displayCommandPrompt()
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currentMessageLine = messages.get_children()[messages.get_children().size() - 1]
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currentMessageLine.text = currentMessageLine.text.insert(currentMessageLine.text.length() - 2, message)
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scrollToEnd()
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1
scripts/ui/Message Console.gd.uid
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1
scripts/ui/Message Console.gd.uid
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@@ -0,0 +1 @@
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uid://dv3fd112uj8o1
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@@ -1,11 +1,11 @@
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extends Control
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@export var loadingBar: TextureProgressBar
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@export var loadingBar:TextureProgressBar
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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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func _ready():
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Loader.LOADING_PROGRESS_UPDATED.connect(_on_progress_updated)
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func _on_progress_updated(percentage: float) -> void:
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loadingBar.value = percentage
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func _on_progress_updated(percentage):
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loadingBar.value = percentage * 100
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Reference in New Issue
Block a user