Sound FX, major work on set schedule, and some new concepts for items and portraits
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41
scripts/hold_to_continue.gd
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41
scripts/hold_to_continue.gd
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extends MarginContainer
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@export var key : Key = KEY_SPACE
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@export var time : float = 3
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@export var advance_type : AdvanceType
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@export var scene : String
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@export var label : String
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@onready var progress_bar : ProgressBar = $ProgressBar
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enum AdvanceType{
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SCENE,
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DIALOGUE
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}
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var progress : float = 0
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var button_held : bool
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var key_held : bool
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func _process(delta: float) -> void:
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key_held = Input.is_key_pressed(key)
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if key_held or button_held:
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progress = min(time, progress + delta)
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if progress == time:
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advance()
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return
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else:
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progress = max(0, progress - 2 * delta)
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progress_bar.value = 100 * progress / time
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func advance():
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match(advance_type):
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AdvanceType.SCENE:
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Game.switch_scenes(scene)
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AdvanceType.DIALOGUE:
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Game.switch_dialogue(scene, label)
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func _on_button_button_down() -> void:
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button_held = true
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func _on_button_button_up() -> void:
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button_held = false
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