ESC compiler rewrite
Splits the former ESC_Runner and ESC_Level_Runner into multiple dedicated managers. Authored-by: Dennis Ploeger <develop@dieploegers.de>
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@@ -11,8 +11,10 @@ export var global_id = "bg_music"
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func game_cleared():
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set_state("off", true)
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self.disconnect("tree_exited", escoria.esc_runner, "object_exit_scene")
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escoria.register_object(self)
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escoria.object_manager.register_object(
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ESCObject.new(global_id, self),
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true
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)
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func set_state(p_state, p_force = false):
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@@ -38,5 +40,8 @@ func set_state(p_state, p_force = false):
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stream.play()
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func _ready():
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escoria.register_object(self)
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escoria.object_manager.register_object(
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ESCObject.new(global_id, self),
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true
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)
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@@ -11,7 +11,10 @@ export var global_id = "bg_sound"
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func game_cleared():
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stream.stream = null
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escoria.register_object(self)
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escoria.object_manager.register_object(
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ESCObject.new(global_id, self),
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true
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)
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func set_state(p_state, p_force = false):
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@@ -38,4 +41,7 @@ func set_state(p_state, p_force = false):
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func _ready():
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escoria.register_object(self)
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escoria.object_manager.register_object(
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ESCObject.new(global_id, self),
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true
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)
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