Name popups *Popup and give scripts, scenes and classes matching names
Every popup is now called *Popup instead of *Window in its file, root node, node name, class and variable, and PopupWindow becomes BasePopup. Player is PlayerRow, SongListObject is SongRow and Character is CharacterCard. Script files are snake_case and scene files PascalCase, each matching its class or root node, and LightGrayTheme.tres is light_gray_theme.tres.
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@@ -13,9 +13,9 @@ signal player_added(player_object: PlayerObject)
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signal player_removed(player_object: PlayerObject)
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## Emitted when the character button in [param row] is pressed.
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signal change_character_requested(row: Player, player_name: String)
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signal change_character_requested(row: PlayerRow, player_name: String)
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var _player_row: PackedScene = preload("res://Player.tscn")
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var _player_row: PackedScene = preload("res://PlayerRow.tscn")
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@onready
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var add_players_button: TextureButton = $VBoxContainer/HBoxContainer/AddPlayersButton
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@@ -68,7 +68,7 @@ func reload() -> void:
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for player_object: PlayerObject in Settings.player_array:
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GameLog.debug(player_object.player_name)
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var new_player: Player = _player_row.instantiate()
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var new_player: PlayerRow = _player_row.instantiate()
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new_player.player_object = player_object
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new_player.list_index = counter
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@@ -79,7 +79,7 @@ func reload() -> void:
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counter += 1
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func _on_change_character_clicked(row: Player, player_name: String) -> void:
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func _on_change_character_clicked(row: PlayerRow, player_name: String) -> void:
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change_character_requested.emit(row, player_name)
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