Remove unused code

- The old character select scene, which was never shown but loaded
  every character image at startup
- Unused SyncResponse and ProgressResponse classes
- Playlist.set_last_played_answered and select/local-loading code in
  the new character select, none of which were called
- Settings.delete_player_children, identical to delete_children
- An unused variable holding a local file path
This commit is contained in:
Sansan committed 2026-10-06 08:32:56 +02:00
1 parent 14c166614d
commit d79f5f92c5
14 files changed
+1 -143

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@@ -109,9 +109,6 @@ var player_container: VBoxContainer = $Players/VBoxContainer
@onready
var players_list_container: VBoxContainer = $Players/VBoxContainer/ScrollContainer/PlayersListVBoxContainer
@onready
var character_select: Control = $CharacterSelect
@onready
var new_character_select: Control = %NewCharacterSelect
@@ -171,7 +168,6 @@ func _ready() -> void:
reset_playlist_button.pressed.connect(reset_playlist)
reset_points_button.pressed.connect(reset_points)
character_select.connect("character_selected", _on_character_selected)
new_character_select.connect("new_new_character_selected", _on_new_character_selected)
new_player_name_field.connect("enter_key_pressed", add_player)
music_player_container.connect("play_next_song", play_next_song)
@@ -457,7 +453,7 @@ func add_player() -> void:
func load_players() -> void:
print("load_players")
Settings.delete_player_children(players_list_container)
Settings.delete_children(players_list_container)
var counter: int = 0
for player_object: PlayerObject in Settings.player_array:
print(player_object.player_name)
@@ -512,11 +508,6 @@ func _on_player_change_character_clicked(new_player: Player, player_name: String
print("Change character for: " + player_name)
new_character_select.show_grid(player_name)
func _on_character_selected(file_name: String) -> void:
print("_on_character_selected")
character_select.visible = false
current_player.character_selected(file_name)
func _on_new_character_selected(character_texture: ImageTexture) -> void:
print("_on_new_character_selected")
current_player.new_character_selected(character_texture)