dialogue: Abnormality Rules
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+10
-11
@@ -1,8 +1,12 @@
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extends Control
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@export var TitleScreen: PackedScene
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@export var Office: PackedScene
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@export var Bedroom: PackedScene
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@export var TextScreens: PackedScene
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@export var DialogueScreens: PackedScene
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var dialogue_intro = load("res://Dialogues/intro.dialogue")
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# Called when the node enters the scene tree for the first time.
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@@ -13,24 +17,20 @@ func _ready() -> void:
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var office = Office.instantiate()
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var bedroom = Bedroom.instantiate()
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var text_screens = TextScreens.instantiate()
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var dialogue_screens = DialogueScreens.instantiate()
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add_child(title_screen)
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add_child(office)
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add_child(bedroom)
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add_child(text_screens)
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add_child(dialogue_screens)
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#Naming Scenes
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title_screen.name = "TitleScreen"
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office.name = "Office"
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bedroom.name = "Bedroom"
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text_screens.name = "TextScreens"
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#Hiding Scenes
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title_screen.hide()
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office.hide()
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bedroom.hide()
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dialogue_screens.name = "DialogueScreens"
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#Showing TitleScreen
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title_screen.show()
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@@ -38,9 +38,6 @@ func _ready() -> void:
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#Connecting Signals
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title_screen.connect("new_game_pressed", _on_new_game_pressed)
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#get_tree().change_scene_to_file("res://corridor.tscn")
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pass
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@@ -61,8 +58,10 @@ func _on_new_game_pressed():
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transition("small", [text_container.get_child(i)], [text_container.get_child(i+1)])
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await $TextScreens.next_slide
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transition("big", [$TextScreens, text_container.get_child(4)], [$Office])
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transition("big", [$TextScreens, text_container.get_child(4)], [$DialogueScreens])
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await $TextScreens.next_slide
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$DialogueScreens.dialogue(dialogue_intro, "start")
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# Takes care of fading transitions between scenes
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func transition(size, scenes_to_hide, scenes_to_show):
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