generated from SGDA/GodotExampleProject
feat: wrong building scene
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61
scenes/text_wrappers/text_wrapper.gd
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61
scenes/text_wrappers/text_wrapper.gd
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extends Control
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@export_file("*.tscn") var scene_to_trigger: String
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@onready var further_connexion: Timer = $FurtherConnexion
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@onready var text_start: Timer = $TextStart
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@onready var time_between_words: Timer = $TimeBetweenWords
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@onready var time_before_show_buttons: Timer = $TimeBeforeShowButtons
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@onready var message: Label = %Message
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@onready var accept_button_1: Button = %AcceptButton1
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@onready var accept_button_2: Button = %AcceptButton2
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var growing_text: String = ""
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var text_split: PackedStringArray
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var text_fine_split: PackedStringArray
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var text_fully_on_screen = false
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var text_showing = false
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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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text_split = message.text.split("---")
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text_fine_split = text_split[2].split(" ")
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message.text = ""
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accept_button_1.visible = false
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accept_button_2.visible = false
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func start_mission() -> void:
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SceneLoader.load_scene(scene_to_trigger)
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func _on_start_connexion_timeout() -> void:
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message.text = text_split[0]
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further_connexion.start()
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func _on_further_connexion_timeout() -> void:
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message.text = text_split[1]
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text_start.start()
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func _on_text_start_timeout() -> void:
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message.text = ""
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time_between_words.start()
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func _on_time_between_words_timeout() -> void:
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if text_fine_split.is_empty():
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time_between_words.stop()
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time_before_show_buttons.start()
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return
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var current_text = message.text
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current_text += text_fine_split[0]
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current_text += " "
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message.text = current_text
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text_fine_split.remove_at(0)
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time_between_words.start()
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func _on_time_before_show_buttons_timeout() -> void:
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accept_button_1.visible = true
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accept_button_2.visible = true
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