Log through a GameLog autoload instead of print()
GameLog.debug() prints only in debug builds, and GameLog.warning() reports problems such as unexpected server data or failed downloads.
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@@ -22,18 +22,18 @@ func _ready() -> void:
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close_timer.timeout.connect(_on_close_timeout)
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func _on_close_timeout() -> void:
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print("_on_close_timeout!")
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GameLog.debug("_on_close_timeout!")
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Settings.character_select_open = false
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close_timer.stop()
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func load_characters() -> void:
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print("load_characters")
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GameLog.debug("load_characters")
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var fetch_character_list: Callable = func fetch_character_list(list) -> void:
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print("fetch_character_list")
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GameLog.debug("fetch_character_list")
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Settings.delete_children(character_grid)
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if typeof(list) == TYPE_ARRAY:
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for character_name: String in list:
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print("character_name ", character_name)
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GameLog.debug("character_name ", character_name)
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var character_box: Character = character.instantiate()
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character_grid.add_child(character_box)
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character_box.custom_minimum_size = Vector2(235, 145)
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@@ -43,7 +43,7 @@ func load_characters() -> void:
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MusicServerClient.fetch_character_list(fetch_character_list)
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func show_grid(player_name: String) -> void:
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print("show_grid")
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GameLog.debug("show_grid")
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title_label.text = "Select character for " + player_name
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close_timer.stop()
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open()
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@@ -55,7 +55,7 @@ func close() -> void:
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Settings.character_select_open = false
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func _on_character_selected(texture: ImageTexture) -> void:
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print("_on_character_selected")
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GameLog.debug("_on_character_selected")
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# Not close(): character_select_open stays true until close_timer fires, so the click
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# that picked the character does not also select a song behind it
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self.visible = false
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