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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@@ -18,7 +18,7 @@ signal event_logged(text: String)
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var open_button: Button = $Open
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@onready
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var fileDialog: FileDialog = $FileDialog
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var file_dialog: FileDialog = $FileDialog
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@onready
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var inspiration_list: InspirationList = $InspirationList
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@@ -33,10 +33,10 @@ var players_panel: PlayersPanel = $PlayersPanel
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var toolbar: QuizToolbar = $QuizToolbar
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@onready
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var settings_window: SettingsPopup = $SettingsWindow
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var settings_popup: SettingsPopup = $SettingsPopup
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@onready
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var winner_window: WinnerPopup = %WinnerWindow
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var winner_popup: WinnerPopup = %WinnerPopup
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@onready
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var song_controls: SongControls = $SongControls
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@@ -48,16 +48,16 @@ var song_loader: SongLoader = $SongLoader
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var music_list_panel: MusicListPanel = $MusicListPanel
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@onready
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var new_character_select: CharacterSelectPopup = %NewCharacterSelect
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var character_select_popup: CharacterSelectPopup = %CharacterSelectPopup
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@onready
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var music_player_container: MusicPlayer = $MusicPlayer
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var music_player: MusicPlayer = $MusicPlayer
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@onready
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var debug_label: Label = $DebugLabel
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var songs: Array= []
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var current_player: Node
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var current_player_row: PlayerRow
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## True while statistics are off because a player won, until points are reset.
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var stats_paused_by_win: bool = false
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@@ -72,51 +72,51 @@ func _ready() -> void:
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GameLog.debug("is_debug")
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debug_label.visible = true
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Settings.is_debug = true
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settings_window.set_winning_score(5)
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settings_window.set_selected_server(4)
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settings_popup.set_winning_score(5)
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settings_popup.set_selected_server(4)
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song_controls.next_pressed.connect(play_next_song)
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song_controls.show_answer_pressed.connect(show_answer_pressed)
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toolbar.sound_test_pressed.connect(music_player_container.get_sound_test_song)
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toolbar.sound_test_pressed.connect(music_player.get_sound_test_song)
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toolbar.settings_pressed.connect(show_settings)
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toolbar.reset_playlist_pressed.connect(reset_playlist)
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toolbar.reset_points_pressed.connect(reset_points)
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song_loader.song_list_loaded.connect(update_song_list)
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song_loader.song_added.connect(_on_song_added)
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new_character_select.connect("new_new_character_selected", _on_new_character_selected)
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character_select_popup.connect("new_new_character_selected", _on_new_character_selected)
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music_list_panel.song_clicked.connect(song_object_clicked)
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players_panel.player_added.connect(_on_player_added)
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players_panel.player_removed.connect(_on_player_removed)
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players_panel.change_character_requested.connect(_on_player_change_character_clicked)
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music_player_container.connect("play_next_song", play_next_song)
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music_player_container.connect("update_song_list", update_song_list)
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settings_window.connect("server_changed", _on_server_changed)
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settings_window.visibility_changed.connect(_on_settings_window_visibility_changed)
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players_panel.change_character_requested.connect(_on_change_character_requested)
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music_player.connect("play_next_song", play_next_song)
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music_player.connect("update_song_list", update_song_list)
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settings_popup.connect("server_changed", _on_server_changed)
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settings_popup.visibility_changed.connect(_on_settings_popup_visibility_changed)
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open_button.pressed.connect(open)
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inspiration_list.load_from_server()
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song_loader.load_song_list()
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new_character_select.load_characters()
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character_select_popup.load_characters()
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func _input(event: InputEvent) -> void:
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if event is InputEventKey and event.pressed:
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if event.alt_pressed && event.keycode == KEY_UP:
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GameLog.debug("Alt + UP pressed")
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music_player_container.change_volume(0.05)
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music_player.change_volume(0.05)
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if event.alt_pressed && event.keycode == KEY_DOWN:
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GameLog.debug("Alt + DOWN pressed")
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music_player_container.change_volume(-0.05)
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music_player.change_volume(-0.05)
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if event.alt_pressed && event.ctrl_pressed && event.keycode == KEY_LEFT:
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GameLog.debug("Ctrl + Alt + LEFT pressed")
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music_player_container.restart()
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music_player.restart()
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elif event.alt_pressed && event.keycode == KEY_LEFT:
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GameLog.debug("Alt + LEFT pressed")
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music_player_container.seek(-5)
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music_player.seek(-5)
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if event.alt_pressed && event.keycode == KEY_RIGHT:
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GameLog.debug("Alt + RIGHT pressed")
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music_player_container.seek(5)
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music_player.seek(5)
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## Disables the buttons that use the song list while the server syncs it.
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@@ -138,7 +138,7 @@ func refresh_from_server() -> void:
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GameLog.debug("refresh_from_server")
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inspiration_list.load_from_server()
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reset_playlist()
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new_character_select.load_characters()
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character_select_popup.load_characters()
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func _on_server_changed() -> void:
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@@ -159,20 +159,20 @@ func play_next_song() -> void:
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if Playlist.first_song_played:
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Playlist.set_latest_played_song()
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Playlist.first_song_played = true
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music_player_container.play_song_object(Playlist.latest_played_song)
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music_player.play_song_object(Playlist.latest_played_song)
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if !(Playlist.get_preloaded_songs() > 0):
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song_controls.set_next_enabled(false)
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song_loader.fetch_song_if_idle()
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func _popups() -> Array[PopupWindow]:
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return [settings_window, new_character_select, winner_window]
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func _popups() -> Array[BasePopup]:
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return [settings_popup, character_select_popup, winner_popup]
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# The cache size can be changed in the settings. Waiting until the settings are closed
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# avoids starting downloads while the user is still clicking the number up and down.
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func _on_settings_window_visibility_changed() -> void:
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if !settings_window.visible:
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func _on_settings_popup_visibility_changed() -> void:
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if !settings_popup.visible:
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song_loader.fill_cache()
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@@ -199,11 +199,11 @@ func song_object_clicked(song_no: int) -> void:
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var sound: AudioStream = AudioStreamMP3.new()
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sound.data = body
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Playlist.add_song_to_song_object(song_no, sound)
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music_player_container.play_song_object(song_no)
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music_player.play_song_object(song_no)
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MusicServerClient.fetch_song(song_no, song_downloaded)
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else:
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GameLog.debug("song already downloaded")
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music_player_container.play_song_object(song_no)
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music_player.play_song_object(song_no)
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func reset_playlist() -> void:
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@@ -228,13 +228,13 @@ func reset_points() -> void:
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func show_settings() -> void:
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GameLog.debug("show_settings")
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settings_window.open()
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settings_popup.open()
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# Each new player's points reach the music player, the log and the winner window.
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# Each new player's points reach the music player, the log and the winner popup.
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func _on_player_added(new_player_object: PlayerObject) -> void:
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new_player_object.connect("first_point_triggerd", music_player_container._on_point_triggered.bind("first"))
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new_player_object.connect("match_point_triggerd", music_player_container._on_point_triggered.bind("match"))
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new_player_object.connect("first_point_triggerd", music_player._on_point_triggered.bind("first"))
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new_player_object.connect("match_point_triggerd", music_player._on_point_triggered.bind("match"))
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new_player_object.connect("winner_triggerd", _on_player_won.bind(new_player_object))
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new_player_object.connect("point_given_sound", _on_make_point_given_sound)
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new_player_object.connect("player_point_given", _on_point_given.bind(new_player_object))
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@@ -250,13 +250,13 @@ func _on_point_given(player_object: PlayerObject) -> void:
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func _on_make_point_given_sound() -> void:
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music_player_container.play_sound_effect(preload("res://sounds/itemopen.wav"))
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music_player.play_sound_effect(preload("res://sounds/itemopen.wav"))
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func _on_point_taken(player_object: PlayerObject) -> void:
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GameLog.debug("_on_point_taken")
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event_logged.emit(player_object.player_name + " lost a point")
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music_player_container.play_sound_effect(preload("res://sounds/itemequip.wav"))
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music_player.play_sound_effect(preload("res://sounds/itemequip.wav"))
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if Playlist.currently_playing_song >= 0:
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Playlist.remove_point(player_object.id)
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update_song_list()
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@@ -264,8 +264,8 @@ func _on_point_taken(player_object: PlayerObject) -> void:
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func _on_player_won(player_object: PlayerObject) -> void:
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GameLog.debug("_on_player_won")
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winner_window.show_winner(player_object)
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music_player_container.play_song(preload("res://sounds/winning.mp3"))
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winner_popup.show_winner(player_object)
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music_player.play_song(preload("res://sounds/winning.mp3"))
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# Songs played after the game is won don't count towards the statistics
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if Settings.add_to_stats:
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Settings.add_to_stats = false
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@@ -277,16 +277,16 @@ func _on_player_removed(player_object: PlayerObject) -> void:
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update_song_list()
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func _on_player_change_character_clicked(new_player: Player, player_name: String) -> void:
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func _on_change_character_requested(new_player: PlayerRow, player_name: String) -> void:
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GameLog.debug("_on_player_change_character_clicked")
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current_player = new_player
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current_player_row = new_player
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GameLog.debug("Change character for: " + player_name)
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new_character_select.show_grid(player_name)
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character_select_popup.show_grid(player_name)
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func _on_new_character_selected(character_texture: ImageTexture) -> void:
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GameLog.debug("_on_new_character_selected")
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current_player.new_character_selected(character_texture)
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current_player_row.new_character_selected(character_texture)
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###Local
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@@ -294,7 +294,7 @@ func _on_new_character_selected(character_texture: ImageTexture) -> void:
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var local_path: String = '/Users/sebastian/ResilioSync/Sorterat_test/Metal Gear Solid 4 - Guns of the Patriots/2-16 Metal Gear Saga.mp3'
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func open() -> void:
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fileDialog.popup()
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file_dialog.popup()
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func _on_file_dialog_dir_selected(path: String) -> void:
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