Fix: tried to fix compiling errors in esc_item_with_tooltip.gd
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@@ -28,6 +28,11 @@ export(Array) var target_when_selected_action_is_in = []
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# If item is countable (E.g. money) marks the quantity
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export(int) var count = 0
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# ESCItemComponents children of this node
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var components: Dictionary = {}
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var custom_data: Dictionary = {}
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# If item is countable (E.g. money) marks which texture to use depending of count value.
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# Each element is a Dictionary with start and texture keys:
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# [
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@@ -96,10 +101,10 @@ func _input(event):
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if(!active):
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highlight(false)
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func has_component(key: String)->bool:
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func has_component(key: String)->bool:
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return components.has(key)
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func get_component(key: String):
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func get_component(key: String):
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if(has_component(key)):
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return components[key]
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return null
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@@ -110,4 +115,3 @@ func register_components():
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child = child as ESCItemComponent
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components[child.get_component_type()] = child
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child.register(custom_data)
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@@ -284,6 +284,11 @@ _global_script_classes=[ {
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"language": "GDScript",
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"path": "res://addons/escoria-core/game/core-scripts/esc_item.gd"
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}, {
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"base": "Node",
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"class": "ESCItemComponent",
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"language": "GDScript",
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"path": "res://gymkhana/addons/escoria-ui-return-monkey-island/item_components/ESCItemComponent.gd"
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}, {
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"base": "Resource",
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"class": "ESCItemCountManager",
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"language": "GDScript",
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@@ -785,6 +790,7 @@ _global_script_class_icons={
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"ESCInventoryItem": "",
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"ESCInventoryManager": "",
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"ESCItem": "res://addons/escoria-core/design/esc_item.svg",
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"ESCItemComponent": "",
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"ESCItemCountManager": "",
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"ESCItemWithTooltip": "res://addons/escoria-core/design/esc_item.svg",
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"ESCLocation": "res://addons/escoria-core/design/esc_location.svg",
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