reworking effects, turning them into their own scene for replicability
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@@ -1,10 +1,12 @@
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using Godot;
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using Godot.NativeInterop;
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using System;
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using System.Collections.Generic;
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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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@@ -21,12 +23,7 @@ public partial class Phone : Sprite2D
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{
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_phoneButtons[i]._phone = this;
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}
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_phoneButtons[0]._contact._action = new Example1();
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_phoneButtons[0]._contact.PassOwner(_player);
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_phoneButtons[0]._contact.SetTimer(1.5f);
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_phoneButtons[1]._contact._action = new Example2();
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_phoneButtons[1]._contact.PassOwner(_player);
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_phoneButtons[1]._contact.SetCooldown(15f);
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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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@@ -46,13 +43,19 @@ public partial class Phone : Sprite2D
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// _debug.Text = _loadedContact.GetType().ToString();
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// }
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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.PassOwner(PLAYER);
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_phoneButtons[i]._contact.PassNumber((i+1)%10);
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}
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}
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@@ -62,4 +65,10 @@ public partial class Phone : Sprite2D
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// _loadedContact = null;
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// _debug.Text = "";
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}
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public virtual void Start()
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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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