Set a default implementation for ESCGame._on_event_done() (#486)
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@@ -36,12 +36,41 @@ export(EDITOR_GAME_DEBUG_DISPLAY) var editor_debug_mode = \
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var tooltip_node: Object
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# Function called when ESCGame enters the scene tree.
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func _enter_tree():
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escoria.event_manager.connect(
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"event_finished",
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self,
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"_on_event_done"
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)
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escoria.action_manager.connect(
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"action_finished",
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self,
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"_on_action_finished"
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)
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# Function called when ESCGame exits the scene tree.
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func _exit_tree():
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escoria.action_manager.disconnect(
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"event_finished",
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self,
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"_on_event_done"
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)
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escoria.action_manager.disconnect(
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"action_finished",
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self,
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"_on_action_finished"
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)
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# Ready function
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func _ready():
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escoria.apply_settings(escoria.settings)
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connect("crash_popup_confirmed", escoria, "quit",
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[], CONNECT_ONESHOT)
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# Handle debugging visualizations
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func _draw():
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if !Engine.is_editor_hint():
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@@ -257,11 +286,36 @@ func show_ui():
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# Set the Editor debug mode
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#
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# #### Parameter
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#
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# - p_editor_debug_mode: EDITOR_GAME_DEBUG_DISPLAY enum (int) value
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# corresponding to the desired editor debug mode
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func _set_editor_debug_mode(p_editor_debug_mode: int) -> void:
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editor_debug_mode = p_editor_debug_mode
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update()
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# Automatically called whenever an event is finished. Can be used to reset some
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# UI elements to their default/empty state. This function can be called before
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# _on_action_finished() if the player input started an event.
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# Reimplement to performed desired actions.
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#
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# #### Parameter
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#
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# - _return_code: return code of the event (type ESCExecution)
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# - _event_name: name of the event that was just done (can be unused)
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func _on_event_done(_return_code: int, _event_name: String) -> void:
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pass
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# Automatically called whenever an action initiated by the player is finished.
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# Can be used to reset some UI elements to their default/empty state.
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# Reimplement to performed desired actions.
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func _on_action_finished() -> void:
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pass
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# Pauses the game. Reimplement to eventually show a specific UI.
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func pause_game():
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escoria.set_game_paused(true)
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