Reorganizing
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+17
-12
@@ -13,8 +13,6 @@ var balloon: Node
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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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Patient.sort_patients()
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#Adding Scenes
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var title_screen = TitleScreen.instantiate()
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var screening_desk = ScreeningDesk.instantiate()
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@@ -42,10 +40,13 @@ func _ready() -> void:
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UI.connect("auto_value_changed", self._on_auto_value_changed)
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Globals.character_label_color_change.connect(self._on_character_label_color_change)
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Globals.start_balloon.connect(self.start_balloon)
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#Updating Save/Load Slots Information based on Existing Saves
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update_slots()
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#Sorting patients by floor
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Patient.sort_patients()
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# Starts a new game
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@@ -105,8 +106,8 @@ func start_day():
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await TransitionScreen.transition_finished
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#Supervisor Dialogue
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$ScreeningDesk.supervisor_dialogue(Globals.interfloor_dialogue, "interfloor_" + str(-Globals.floor_count-1))
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await $ScreeningDesk.supervisor_dialogue_finished
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$ScreeningDesk.supervisor.dialogue(Globals.interfloor_dialogue, "interfloor_" + str(-Globals.floor_count-1))
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await $ScreeningDesk.supervisor.dialogue_finished
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$ScreeningDesk.console_display(Globals.directives)
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$ScreeningDesk.new_patient()
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@@ -263,9 +264,12 @@ func start_balloon(balloon_type:String, dialogue_resource: Resource, start_title
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get_tree().current_scene.add_child(balloon)
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#Connects emotion signals if needed
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if balloon_type == "screening":
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DialogueManager.got_dialogue.connect($ScreeningDesk._change_emotion)
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DialogueManager.got_dialogue.connect($ScreeningDesk._recording_text)
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match balloon_type:
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"screening":
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DialogueManager.got_dialogue.connect($ScreeningDesk.patient._change_emotion)
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DialogueManager.got_dialogue.connect($ScreeningDesk._recording_text)
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"supervisor":
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DialogueManager.got_dialogue.connect($ScreeningDesk.supervisor._change_emotion)
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#Applies text settings to the balloon
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balloon.dialogue_label.seconds_per_step = UI.text_speed
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@@ -283,10 +287,11 @@ func clear_balloon():
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balloon.queue_free()
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#Disconnecting emotion signals
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if DialogueManager.is_connected("got_dialogue", $ScreeningDesk._change_emotion):
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DialogueManager.disconnect("got_dialogue", $ScreeningDesk._change_emotion)
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if DialogueManager.is_connected("got_dialogue", $ScreeningDesk._recording_text):
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DialogueManager.disconnect("got_dialogue", $ScreeningDesk._recording_text)
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for function in [$ScreeningDesk.patient._change_emotion,
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$ScreeningDesk._recording_text,
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$ScreeningDesk.supervisor._change_emotion]:
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if DialogueManager.is_connected("got_dialogue", function):
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DialogueManager.disconnect("got_dialogue", function)
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#Changes text_speed value
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