starting a major rework, where all effects are controlled within a contact
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@@ -7,10 +7,7 @@ using System.Linq;
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public partial class Phone : Sprite2D
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{
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public bool _running = false;
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public PhoneButton _hoveredButton;
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public List<PhoneButton> _phoneButtons = new();
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public Player _player;
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public Contact _loadedContact;
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public CallButton _callButton;
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public RichTextLabel _debug;
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public override void _Ready()
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@@ -18,12 +15,6 @@ public partial class Phone : Sprite2D
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_debug = GetNode<RichTextLabel>("Debug");
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_callButton = GetNode<CallButton>("CallButton");
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_callButton._phone = this;
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_phoneButtons = GetChildren().Where(c=>c is PhoneButton).Cast<PhoneButton>().ToList();
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for (int i = 0; i < _phoneButtons.Count; i++)
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{
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_phoneButtons[i]._phone = this;
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}
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_phoneButtons[0]._contact.LoadEffect("time_effect_1", "TimeEffects");
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}
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public override void _Process(double DELTA_)
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@@ -46,18 +37,12 @@ public partial class Phone : Sprite2D
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public virtual void HangUp()
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{
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_running = false;
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_phoneButtons.ForEach(b=>b._contact.End());
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}
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public void PassPlayer(Player PLAYER)
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{
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_player = PLAYER;
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for (int i = 0; i < _phoneButtons.Count; i++)
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{
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_phoneButtons[i]._phone = this;
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_phoneButtons[i]._contact.PassNumber((i+1)%10);
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}
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}
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public void ResetContact()
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@@ -66,9 +51,8 @@ public partial class Phone : Sprite2D
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// _debug.Text = "";
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}
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public virtual void Start()
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public virtual void Begin()
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{
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_running = true;
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_phoneButtons.ForEach(b=>b._contact.Start());
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}
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}
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