Finished ESC camera commands reimplementation.
Some cleaning done, and all logging commands put in escoria.logger script.
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@@ -6,19 +6,19 @@ var options_paths = []
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func _ready():
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var rooms_folder = "res://game/rooms/"
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var dir = Directory.new()
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var i = 1
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if dir.open(rooms_folder) == OK:
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dir.list_dir_begin(true)
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var file_name = dir.get_next()
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while file_name != "":
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if dir.current_is_dir():
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add_item(file_name)
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options_paths.push_back("res://game/rooms/" + file_name + "/" + file_name + ".tscn")
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i += 1
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options_paths.push_back("res://game/rooms/" + file_name + "/" +
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file_name + ".tscn")
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file_name = dir.get_next()
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else:
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escoria.report_errors("room_select.gd:_ready()",
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escoria.logger.report_errors("room_select.gd:_ready()",
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["A problem occurred while opening rooms folder."])
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@@ -30,7 +30,7 @@ func _on_button_pressed():
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if errors.empty():
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#past_actions.text += str(events)
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var ret = escoria.esc_runner.run_event(events["debug"])
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var _ret = escoria.esc_runner.run_event(events["debug"])
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func _on_option_item_selected(index):
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selected_id = index
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@@ -23,7 +23,7 @@ func add_item(inventory_item : ESCInventoryItem):
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center_container.size_flags_horizontal = SIZE_EXPAND_FILL
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center_container.connect("mouse_entered", inventory_item, "_on_inventory_item_mouse_enter")
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center_container.connect("mouse_exited", inventory_item, "_on_inventory_item_mouse_exit")
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center_container.connect("gui_input", self, "_on_gui_input", [inventory_item])
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# center_container.connect("gui_input", self, "_on_gui_input", [inventory_item])
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center_container.add_child(inventory_item)
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add_child(center_container)
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current_nodes_in_container[inventory_item] = center_container
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@@ -33,7 +33,7 @@ func remove_item(inventory_item : ESCInventoryItem):
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current_nodes_in_container.erase(node_to_remove)
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node_to_remove.disconnect("mouse_entered", inventory_item, "_on_inventory_item_mouse_enter")
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node_to_remove.disconnect("mouse_exited", inventory_item, "_on_inventory_item_mouse_exit")
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node_to_remove.disconnect("pressed", self, "_on_gui_input")
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# node_to_remove.disconnect("pressed", self, "_on_gui_input")
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remove_child(node_to_remove)
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node_to_remove.queue_free()
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